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Recruiting to playtest Steel Dragon's World of Orea RPG: D&D 1 & 2e base +
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<blockquote data-quote="steeldragons" data-source="post: 6141502" data-attributes="member: 92511"><p>Oh no! Sorry if it sounded that way. You still pick a maneuver to start...you<em> would</em> have 1 rank in that Theme.</p><p></p><p>It's just that most other Warrior Themes offer a +1 to something (attack roll, damage roll or AC) for each rank. Dual-wielder doesn't because your "first rank bonus" is using two weapons without penalty. So when/if you put your next Theme rank into Dual-wielder again, then the bonus goes up to +1 to hit for <em>one </em>of your two attacks and a second maneuver. 3 ranks is +1 to hit with <em>both </em>attacks and a third maneuver. 4 ranks is +2 to 1 attack and +1 to the other and another maneuver. 5 ranks= +2 to hit with both attacks and you would then have all 5 maneuvers. At this point the Theme is "maxed out", i.e. you'll have to pick something besides Dual-Wielder with your next theme rank. </p><p></p><p></p><p></p><p>Coitenly. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>Bash: The warrior makes an attack with their non-weapon arm/elbow, shield, or some other weighty object. The attack is in addition to their normal weapon attack and may be against a separate target within 5 feet of the fighter. Damage is d4 + Strength modifier and forces a save from the target to beat DC10 + theme ranks. A successful save indicates the target is stunned and cannot act in the following round. A failed save means the target is knocked unconscious for d4 rounds. </p><p></p><p>Hit & Run: The fighter moves up to half their movement rate, attacks and moves the same distance away in the same round. All of this is considered part of the fighter’s attack. They can still move their normal rate for their round.</p><p></p><p>Parry: In lieu of an attack, the fighter blocks or “lock weapons” with an incoming attack, effectively canceling one strike per theme rank against them in that round. While parrying, the fighter also adds their theme ranks to their AC.</p><p></p><p>Quick Mount: The warrior can dismount their animal and attack or attack and get on their mount within the same round without penalty as long as the mount and the target are within 10’ of each other.</p><p></p><p>Rapid Strike: The fighter can move up to half their movement rate and make 1 attack before initiative is rolled. They are then free to take their turn as normal. </p><p></p><p>Whatever maneuvers you select may be performed Level + Con. modifier per day. Maneuvers are to Fighters as Spells are to Mages. They only have the stamina and expertise to perform them a certain number of times per day...which obviously, increases as they increase level.</p><p></p><p>For example: When you hit 3rd level and choose a second maneuver. You would be able to use maneuvers 5 times/day (you have a +2 Con. mod. right?) and would have 2 maneuvers to choose from.</p><p></p><p></p><p></p><p>Yeah. I get it. And I see the appeal for things like superhero games where you could have a dozen different characters with a dozen different ways to have "Energy Blast" depending on how they want flavor/color their powers. Totally makes sense in that style.</p><p></p><p>I just don't agree with it, stylistically, for the kind of game/feel I'm trying to evoke in the World of Orea RPG (which is obviously based on D&D). </p><p></p><p>Also...we're gonna have to hope we get a couple more players interested around here. hahaha.</p><p></p><p>I mean, I'm more than happy to run a solo...at least to start. Haven't done that in a dog's age. But I would like to see various elements of the game interacting/tested out. </p><p></p><p>Are the spellcasters too powerful for the noncaster types? Is the skill system/set up too cumbersome for clerics but works fine for rogues? Do the skills work in play at all? Or is the list too limited or do I just scrap it all for Ability Checks? Does the fighter increase in level too quickly compared to the ranger or paladin? How do the Psychics and Mages work/feel same/different side-by-side in play? For that matter, how does the Psychic's Power Point system play/work, at all? </p><p></p><p>Come on folks...I don't bite...I mean, not unless requested. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="steeldragons, post: 6141502, member: 92511"] Oh no! Sorry if it sounded that way. You still pick a maneuver to start...you[I] would[/I] have 1 rank in that Theme. It's just that most other Warrior Themes offer a +1 to something (attack roll, damage roll or AC) for each rank. Dual-wielder doesn't because your "first rank bonus" is using two weapons without penalty. So when/if you put your next Theme rank into Dual-wielder again, then the bonus goes up to +1 to hit for [I]one [/I]of your two attacks and a second maneuver. 3 ranks is +1 to hit with [I]both [/I]attacks and a third maneuver. 4 ranks is +2 to 1 attack and +1 to the other and another maneuver. 5 ranks= +2 to hit with both attacks and you would then have all 5 maneuvers. At this point the Theme is "maxed out", i.e. you'll have to pick something besides Dual-Wielder with your next theme rank. Coitenly. :) Bash: The warrior makes an attack with their non-weapon arm/elbow, shield, or some other weighty object. The attack is in addition to their normal weapon attack and may be against a separate target within 5 feet of the fighter. Damage is d4 + Strength modifier and forces a save from the target to beat DC10 + theme ranks. A successful save indicates the target is stunned and cannot act in the following round. A failed save means the target is knocked unconscious for d4 rounds. Hit & Run: The fighter moves up to half their movement rate, attacks and moves the same distance away in the same round. All of this is considered part of the fighter’s attack. They can still move their normal rate for their round. Parry: In lieu of an attack, the fighter blocks or “lock weapons” with an incoming attack, effectively canceling one strike per theme rank against them in that round. While parrying, the fighter also adds their theme ranks to their AC. Quick Mount: The warrior can dismount their animal and attack or attack and get on their mount within the same round without penalty as long as the mount and the target are within 10’ of each other. Rapid Strike: The fighter can move up to half their movement rate and make 1 attack before initiative is rolled. They are then free to take their turn as normal. Whatever maneuvers you select may be performed Level + Con. modifier per day. Maneuvers are to Fighters as Spells are to Mages. They only have the stamina and expertise to perform them a certain number of times per day...which obviously, increases as they increase level. For example: When you hit 3rd level and choose a second maneuver. You would be able to use maneuvers 5 times/day (you have a +2 Con. mod. right?) and would have 2 maneuvers to choose from. Yeah. I get it. And I see the appeal for things like superhero games where you could have a dozen different characters with a dozen different ways to have "Energy Blast" depending on how they want flavor/color their powers. Totally makes sense in that style. I just don't agree with it, stylistically, for the kind of game/feel I'm trying to evoke in the World of Orea RPG (which is obviously based on D&D). Also...we're gonna have to hope we get a couple more players interested around here. hahaha. I mean, I'm more than happy to run a solo...at least to start. Haven't done that in a dog's age. But I would like to see various elements of the game interacting/tested out. Are the spellcasters too powerful for the noncaster types? Is the skill system/set up too cumbersome for clerics but works fine for rogues? Do the skills work in play at all? Or is the list too limited or do I just scrap it all for Ability Checks? Does the fighter increase in level too quickly compared to the ranger or paladin? How do the Psychics and Mages work/feel same/different side-by-side in play? For that matter, how does the Psychic's Power Point system play/work, at all? Come on folks...I don't bite...I mean, not unless requested. ;) [/QUOTE]
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