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<blockquote data-quote="W'rkncacnter" data-source="post: 9049344" data-attributes="member: 7033455"><p>i actually really like that strength rule. and, funnily enough, the DC for a strength 16 character to lift 1,024 pounds is the exact same DC to lift a 1,000 pound portcullis listed in level up's dungeon delver's guide (although that's an objective DC based on the weight of the object, not a subjective DC relative to the lifter's strength). i might steal that.</p><p></p><p>i think the easiest way to limit jumping would be to simply say that jumping solely for movement (i.e. not for a specific jumping-related purpose) is indistinguishable from using your speed. it's kind of cheating, but it lets you have cool jumping rules without having people just bunny hop all over the field. i mean, either that or you can just let people go hog wild and describe jumping for movement as fantastical bounding (e.g. grog from the vox machina show). either would probably work fine depending on what kind of game you want, honestly.</p><p></p><p>the only thing i really have to say about the arts system (other then the fact that the number of arts read like they dart up by 2-3 for the full martials at the specified levels, which is...weird) is i'm iffy on the exact usage of the proficiency die. like, i understand why it's here - you're using it to limit what is otherwise a completely at-will maneuver system - but i don't know how i feel about forcing it to replace your attack's proficiency bonus. like, i'm not entirely certain why it couldn't be rolled separately from the attack. other then that...yes, this is certainly a maneuver system. it has maneuvers.</p><p></p><p>as an aside, i've been wondering about if this replacement for the fighter's/barbarian's/monk's extra attack would be any good:</p><p></p><p>i wrote this with the assumption it would be run in o5e or level up - if you were going to run it in OneDND, i'd 100% add Jump to the list of actions that can replace an attack. the star of the show here is obviously dash - being able to dash and attack (or dash 2-3 times and attack for higher level fighters) in a turn just like that is pretty spicy. don/doff a shield and use an object are here mainly to allow better action economy RAW and escape a grapple is here because...well, honestly because we basically already run escape a grapple as replacing an attack in the games i play in, but it helps sell the idea that you're really getting stronger then a caster could ever hope to be. if i went ahead with this i'd also probably combine flurry of blows and step of the wind such that flurry of blows attacks can also be used to dash/jump and gives you the additional step of the wind effects, if only so fighters can't get more dashes then a monk (although if i ran this in level up, it wouldn't be a problem since monks/adepts can get a third attack and fighters never get a fourth!).</p><p></p><p>my biggest concern would be making cunning action look weak, but maybe rogues could get a mid-level feature to let them use a cunning action on top of any bonus action they take on their turn (including another cunning action)? that'd certainly fix the potential issue of cunning action seeming weak by comparison.</p><p></p><p>...wait, if athletics covers balancing and falling, then what does acrobatics do?</p></blockquote><p></p>
[QUOTE="W'rkncacnter, post: 9049344, member: 7033455"] i actually really like that strength rule. and, funnily enough, the DC for a strength 16 character to lift 1,024 pounds is the exact same DC to lift a 1,000 pound portcullis listed in level up's dungeon delver's guide (although that's an objective DC based on the weight of the object, not a subjective DC relative to the lifter's strength). i might steal that. i think the easiest way to limit jumping would be to simply say that jumping solely for movement (i.e. not for a specific jumping-related purpose) is indistinguishable from using your speed. it's kind of cheating, but it lets you have cool jumping rules without having people just bunny hop all over the field. i mean, either that or you can just let people go hog wild and describe jumping for movement as fantastical bounding (e.g. grog from the vox machina show). either would probably work fine depending on what kind of game you want, honestly. the only thing i really have to say about the arts system (other then the fact that the number of arts read like they dart up by 2-3 for the full martials at the specified levels, which is...weird) is i'm iffy on the exact usage of the proficiency die. like, i understand why it's here - you're using it to limit what is otherwise a completely at-will maneuver system - but i don't know how i feel about forcing it to replace your attack's proficiency bonus. like, i'm not entirely certain why it couldn't be rolled separately from the attack. other then that...yes, this is certainly a maneuver system. it has maneuvers. as an aside, i've been wondering about if this replacement for the fighter's/barbarian's/monk's extra attack would be any good: i wrote this with the assumption it would be run in o5e or level up - if you were going to run it in OneDND, i'd 100% add Jump to the list of actions that can replace an attack. the star of the show here is obviously dash - being able to dash and attack (or dash 2-3 times and attack for higher level fighters) in a turn just like that is pretty spicy. don/doff a shield and use an object are here mainly to allow better action economy RAW and escape a grapple is here because...well, honestly because we basically already run escape a grapple as replacing an attack in the games i play in, but it helps sell the idea that you're really getting stronger then a caster could ever hope to be. if i went ahead with this i'd also probably combine flurry of blows and step of the wind such that flurry of blows attacks can also be used to dash/jump and gives you the additional step of the wind effects, if only so fighters can't get more dashes then a monk (although if i ran this in level up, it wouldn't be a problem since monks/adepts can get a third attack and fighters never get a fourth!). my biggest concern would be making cunning action look weak, but maybe rogues could get a mid-level feature to let them use a cunning action on top of any bonus action they take on their turn (including another cunning action)? that'd certainly fix the potential issue of cunning action seeming weak by comparison. ...wait, if athletics covers balancing and falling, then what does acrobatics do? [/QUOTE]
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