So basically a fighter version of the Scout?
Kind of, but Scout's too complex for that group of players and doesn't do enough damage on an AP round.
So basically a fighter version of the Scout?
Which is fine, if the scout & slayer & such seem fine, I guess. I'm curious about working within (the very first post) or lopping bits off the AEDU structure, so you'd theoretically retain more consistency...Kind of, but Scout's too complex for that group of players and doesn't do enough damage on an AP round.
Which is fine, if the scout & slayer & such seem fine, I guess. I'm curious about working within (the very first post) or lopping bits off the AEDU structure, so you'd theoretically retain more consistency...
...I'm not so worried about balance, the cut-down options are supposed to be mechanically inferior, to enable different modes of play the - the Stalwart & Savant, particularly, the former to provide a simple but still contributing option, the latter to provide a greater resource-management challenge to experienced players (in essence, to give them the option of accepting a sort of handicap). The Companion may be less clear, but the idea is that some players want to engage the game on the tactical level and have some fun with it, but don't necessarily want to be the great-hero type at the center of everything.
...another thing using those options might enable is the kind of storytelling where there /is/ one Hero in the party who's kinda the center of everything, the 'first among equals,' and the others are more supporting cast, acting as enablers, confidants, etc...
...another thing using those options might enable is the kind of storytelling where there /is/ one Hero in the party who's kinda the center of everything, the 'first among equals,' and the others are more supporting cast, acting as enablers, confidants, etc...
That was kinda the idea, actually. AEDU is the common base. A default pre-build or a reduced-resource management option are for the players who want less.I think I would rather achieve these goals with build options on a common base with simply different options making sense for different types of player. ..
* I use a morale system and have monsters make a saving throw at critical junctures (when bloodied, when leader defeated, when 1/2 of their side is defeated, etc) and if a monster fails their save, they flee or surrender.
Its worked very well for us so far.
That was kinda the idea, actually. AEDU is the common base. A default pre-build or a reduced-resource management option are for the players who want less.
This last part I always take into consideration (rather did since forever it's system agnostic actually) I do not use saves for it... but one of those happen and I take consideration of the apparent pacing and if a player has a a smooth move in store and tadah. I know its role playing the monsters but in 4e if a player shoots for an intimidate move that puts it in their hands too and the above count as bloodied.
* I use a morale system and have monsters make a saving throw at critical junctures (when bloodied, when leader defeated, when 1/2 of their side is defeated, etc) and if a monster fails their save, they flee or surrender.