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And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5980119" data-attributes="member: 710"><p>I agree with Kamikaze Midget that it shares some aspects with power attack, expertise and the "narrative" combat maneuver system the devs talked about. </p><p></p><p>I think one of the advantages to me is that it doesn't work based on attack bonuses, but on damage. The attack bonus modifier variant is very problematic to me in a system with bounded accuracy - making a maneuver in an attack-penalty system means that it is less likely you deal damage in the first place, and if you fail to deal damage, your maneuver also fails. With this, a maneuver is more likely to succeed and not cost you your entire damage, just a portion of it. </p><p></p><p>The problem that you'll end up "spamming" the best option you have still remains. That makes balancing these abilities very tricky but also very important.</p><p></p><p>I would probably adjust this system to give the fighter a number of "combat superiority" dice at the start of each battle, and have him spend them over the battle - with options to regain them. If there is also some random element to how much you spend or lose during each round, then it would also make it less likely you end up always spamming the same "combo" of powers.</p><p></p><p>Say...</p><p></p><ul> <li data-xf-list-type="ul">At Level 1, the Fighter has 2 combat superiority dice. The dice start at 1d4</li> <li data-xf-list-type="ul">Each level, he gains one additional combat superiority die. At Level 4, 8, 12, 16 and 20 the die size increases (1d6, 1d8, 1d10, 1d12, 1d20)</li> <li data-xf-list-type="ul">Unless the player declares otherwise, he can spend one or more dice and add them to the damage roll.</li> <li data-xf-list-type="ul">On a miss the player recovers one die.</li> <li data-xf-list-type="ul">The player can also declare a special maneuver against an enemy - a successful attack deals no damage, but restores 2 dice.</li> </ul><p></p><p></p><p>Of course, once you make it an "encounter" resource like that, it becomes more complex and even the simplest Fighter is not quite as simple as one may like.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5980119, member: 710"] I agree with Kamikaze Midget that it shares some aspects with power attack, expertise and the "narrative" combat maneuver system the devs talked about. I think one of the advantages to me is that it doesn't work based on attack bonuses, but on damage. The attack bonus modifier variant is very problematic to me in a system with bounded accuracy - making a maneuver in an attack-penalty system means that it is less likely you deal damage in the first place, and if you fail to deal damage, your maneuver also fails. With this, a maneuver is more likely to succeed and not cost you your entire damage, just a portion of it. The problem that you'll end up "spamming" the best option you have still remains. That makes balancing these abilities very tricky but also very important. I would probably adjust this system to give the fighter a number of "combat superiority" dice at the start of each battle, and have him spend them over the battle - with options to regain them. If there is also some random element to how much you spend or lose during each round, then it would also make it less likely you end up always spamming the same "combo" of powers. Say... [LIST] [*]At Level 1, the Fighter has 2 combat superiority dice. The dice start at 1d4 [*]Each level, he gains one additional combat superiority die. At Level 4, 8, 12, 16 and 20 the die size increases (1d6, 1d8, 1d10, 1d12, 1d20) [*]Unless the player declares otherwise, he can spend one or more dice and add them to the damage roll. [*]On a miss the player recovers one die. [*]The player can also declare a special maneuver against an enemy - a successful attack deals no damage, but restores 2 dice. [/LIST] Of course, once you make it an "encounter" resource like that, it becomes more complex and even the simplest Fighter is not quite as simple as one may like. [/QUOTE]
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And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!
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