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Monday, 30th July, 2012, 06:12 AM #1
The Great Druid (Lvl 17)
And Lo, the Fighter did get a shtick of his own... (7/30 L&L)
Looks like an interesting start.
My main concerns about the Fighter were...
(1) Lack of tactical options
(2) Lack of class features that belong to them as uniquely as other classes' features
(3) Ability to passably defend a party, say through Opportunity Attacks or something of that nature.
Today's article gets the first two started, at least. It looks pretty promising, and it's good to see they're re-thinking stuff based on feedback.
Last edited by Obryn; Monday, 30th July, 2012 at 06:20 AM. Reason: mentioning the article
Monday, 30th July, 2012, 06:23 AM #2
Magsman (Lvl 14)
I like it. I thought I had missed the part where it said "per day" or "per encounter," so I checked again and it's per round. Sick.
My only Fighter-related concern now is that this adds complexity to the class that's supposed to be the simplest one. I guess it's still fine (you can just use your CS dice for damage every round), but it does add more fiddly round-to-round decision making, which is starting to sound like the minor action thing all over again.
All in all, looks good, will have to test to see.
But I'm sad that they're not doing the two themes thing. I wanted a dual-wielding magic-user fighter.
Monday, 30th July, 2012, 07:18 AM #3
Magsman (Lvl 14)
Old School style game, or, on the player-side, a bog-simple, Old School style fighter. You just put that CS die in damage and you're good to go. But maybe you're more into tactical grid play. Then you can use in many more variable ways -- perhaps for forced movement, perhaps to soak up damage meant for an ally, and so on. It gives you both the simple, uncomplex, "give-it-to-the-newby-and-let-him-go-to-town" fighter, as well as the complex, "I-want-lots-of-options-and-not-just-damage" fighter.
And most happy, looks like it will add options without burdening the chargen process. I don't have to keep track of more fiddly bonuses -- I just take out an extra die or dice when the pooh hits the fan.
Monday, 30th July, 2012, 04:43 PM #4
Orcus on an Off-Day (Lvl 22)
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° Ignore Kamikaze Midget
I think this is kind of hilarious.
Functionally, the change seems to be this:
- Take your fighter's bonus to damage.
- Convert it into dice that you roll.
- Give fighters some options to trade damage for other things.
Functionally, it's the same as something like an expanded Expertise. You trade one thing for another.
What's kind of hilarious is seeing how much that little change can alter someone's opinions.
Reinforces my idea that game design is 80% psychology.
It's smart, though. Rolling dice is always more fun than adding bonuses.
Monday, 30th July, 2012, 04:46 PM #5
Acolyte (Lvl 2)
Monday, 30th July, 2012, 04:56 PM #6
Minor Trickster (Lvl 4)
1) Daily/Encounter powers vs No Daily/Encounter powers?
2) What *are* the powers?
This answered point (1), and in the way I favor (yay!).
It say very little about (2). What it does suggest is solidly enh/hopefully-only-first-draft.
That said, I would not rely on the dice staying dice. I hope they don't. Action points as dice work because they are rarely used, so the extra time-cost is minimal. Extra damage dice really slow things down (you have to find them, you have to NOT roll off the edge of the table or bounce your dice awkwardly, and then you have to add up the results while not forgetting the static bonuses). If you start having multiple dice which get split up and spent at different times in a round, it'll slow things down a lot more than you expect. If the Fighter's player starts hemming and hawing about using 1d6 to soak a 3 point attack where some of the soak might get wasted or saving it for a bigger attack that might miss, or trying to figure out how many dice to convert to damage to drop one enemy without wasting any, well, ewww.
Monday, 30th July, 2012, 05:27 PM #7
Guide (Lvl 11)
I can see how choosing where to spend the dice each round is going to bog down play (although not more than choosing what power to use), but for me (and my players, bar one), throwing a d6 at the problem is probably always going be quicker than having to think about the probabilities of modifiers.
(With a shout out to @Kamikaze Midget's point about psychology above.)
Monday, 30th July, 2012, 04:58 PM #8
The Great Druid (Lvl 17)
"You should probably put your bandit hat on now. Personally, I- I don't have one, but I modified this tube sock." - Ash, Fantastic Mr. Fox.
The Chronicle of Burne, and Some Others of Lesser Importance: Updated 05-17-2009! Current episode: Flight of the Philip.
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Monday, 30th July, 2012, 05:17 PM #9
Spellbinder (Lvl 16)
I guess it boils down to how much you like rolling dice.
"Woot, I get to roll more dice!" says the player.
"Crap, I have to roll how many dice now?" says the DM.- CleverSignature
Monday, 30th July, 2012, 05:33 PM #10
Acolyte (Lvl 2)
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