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Tuesday, 31st July, 2012, 03:42 PM #151
The Grand Druid (Lvl 20)
It was an interesting idea in Complete Scoundrel (when we got Ambush feats that let a rogue spend Sneak Attack dice to gain other benefits), and it's still interesting now. Not sure about the increasing dice, though. Need to know more.
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Tuesday, 31st July, 2012, 04:18 PM #152
Magsman (Lvl 14)
Warning: This post may contain sarcasm.
Tuesday, 31st July, 2012, 04:20 PM #153
Enchanter (Lvl 12)
Somewhere in the thread somebody mentioned why you need to increase the dice: Essentially the trade between damage and effects need to scale with the HP/Damage of the level of the characters/monsters.
Paraphrasing someone else:
Trading 3hp of damage vs a a goblin for a trip is a real choice. Trading 3hp of damage for a trip vs a giant is a no-brainer: choose trip. If the damage is higher, the choice becomes relevant again. At high levels, tripping the goblin is silly, you'll likely kill without CS, so adding damage is a no-brainer, but you really don't CS vs goblins at high level.
Tuesday, 31st July, 2012, 07:25 PM #154
Magsman (Lvl 14)
Start with 1d4 (3 1st level spells) and move up to 20d20 (6 1st level, 6 2nd level, 6 3rd level, 6 4th level, 5 5th level, 5 6th level, 4 7th level, 4 8th level and 3 9th level spells).
Of course I don't quite believe that a Level 20 Fighter can add 20d20 damage to a single damage roll.
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Tuesday, 31st July, 2012, 07:55 PM #155
Acolyte (Lvl 2)
The numbers get really big really quickly, I still think they should scale up less quickly than 'Surprise attack'.
If you have Xd6 CS dice to spend, does that mean you can do x different actions as well as your regular attack in a single turn?
Tuesday, 31st July, 2012, 08:33 PM #156
Hydra (Lvl 25)
They've been talking about having a unique mechanical hook for each class. The text of the article suggests that increased damage was part of the hook for the Fighter class, but that this failed to distinguish the fighter enough in the minds of many folks (which is probably about in line with what they expected).Originally Posted by GX.Sigma
So I think it'll be a Fighter thing up until they introduce multiclassing and it becomes an everybody-but-not-quite-as-good-as-the-Fighter thing.
Paladins, barbarians, and the rest don't need 'em. Barbarians, for instance, have Rage as an iconic ability and they can do awesome things while Raging (which is already a little Vancian/"daily uses" in style). Paladins are a little more vague, but going in a Smite-centric (or even a Charge-centric) way wouldn't be out of the realm of possibility. Rangers get archery and/or TWF ninja skills (and/or perhaps become 5e skrimisher-style scouts).
So "combat superiority dice" become the Fighter's unique schtick. A little generic, very flexible, swap your damage for kewl moves. Barbarians hit hard, but they don't have kewl moves. Paladins fight with a sword-and-board, but unless they multiclass, they don't have kewl moves. Rangers get two weapons, but if you want to be a whirlwind of ginsu death, you might want to at least dip into Fighter.
Part of this will depend on how 5e wants to do multiclassing, but I'm fairly confident that it'll be better than what we had a year ago.
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Tuesday, 31st July, 2012, 09:41 PM #157
Superhero (Lvl 15)
Daggers are pretty famous in fantasy for backstabs, though. I think that can be explained easily enough by how easy they are to conceal compared to a rapier.
As always, play what you like
Tuesday, 31st July, 2012, 10:04 PM #158
Very much like DCC, but very easy to eliminate if you do not like the mechanic.
The rampant bonus's they started introducing in 3rd has gotten way out of hand, good to see they are scaling back and making the game from 1 - 20 once again.
Wednesday, 1st August, 2012, 01:29 AM #159
The Grand Druid (Lvl 20)
Wednesday, 1st August, 2012, 02:10 AM #160
The results of 1 to 1 duels would say more about the effectiveness of the weapons at dealing wounds.
My understanding is that duels between Europeans with rapiers versus Samuraii tended to end with the European dead on the field and the Samurai dying later due to puncture wounds in the stomach.
Note that an estoc is also a two handed weapon...
It was also highly dependent on the armour.
The main reason that daggers and stilettos were used for assassinations is that they are concealable but can do enough damage.