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General Tabletop Discussion
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Tactical Narrative Combat Modules in D&D Next
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<blockquote data-quote="Lord Zardoz" data-source="post: 5957859" data-attributes="member: 704"><p>The problem with designing this kind of subsystem is that the desired effects are generally going to be 'incomparable' to the basic elements of attack bonus and damage.</p><p></p><p>A bonus to hit and a bonus to damage are generally comparable. You can run some calculations to determine that +X to hit amounts to an extra +Y to damage, and based on that, you can quickly determine if a +4 to damage is worth a -2 on the attack roll. </p><p></p><p>An attack meant to inflict various conditions like Stunned, Dazed, Prone, Immobilized, Blind, Disarmed, or that grants certain movement related abilities like Spring Attack, Goblin Tactics (goblins shift on a missed attack roll), or being able to shift if an opponent move adjacent as an interrupt, are generally incomparable to raw damage output. There are a number of reasons for this.</p><p></p><p> - Some are highly situational. Disarm can be murderous if your DM likes to use humanoid enemies that attack with weapons. It is much less effective if he tends to only use monsters that attack with tooth or claw.</p><p> - Not all opponents are affected equally. An immobilized melee attacker vs an archer is basically a pincushion if it cannot overcome the affect. A stun effect against 1 of 15 minions means nothing. A stun effect against a solo means a hell of a lot of pain.</p><p> - Unforseen synergies can lead to cheesy abuse. Being knocked Prone is a minor inconvenience until you face highly mobile opponents. Being prone and Dazed means you may as well be immobilized.</p><p> - Each new incomparable added is going to be difficult to balance against older content. If anyone can perform these combat maneuvers, and new ones are periodically added, it can create a situation where the initial version of a monster is suddenly vulnerable to tactics that did not exist when it was written.</p><p></p><p>I will have to see what the finished product actually looks like, but I am going to be very curious about how balanced the add on modules are.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5957859, member: 704"] The problem with designing this kind of subsystem is that the desired effects are generally going to be 'incomparable' to the basic elements of attack bonus and damage. A bonus to hit and a bonus to damage are generally comparable. You can run some calculations to determine that +X to hit amounts to an extra +Y to damage, and based on that, you can quickly determine if a +4 to damage is worth a -2 on the attack roll. An attack meant to inflict various conditions like Stunned, Dazed, Prone, Immobilized, Blind, Disarmed, or that grants certain movement related abilities like Spring Attack, Goblin Tactics (goblins shift on a missed attack roll), or being able to shift if an opponent move adjacent as an interrupt, are generally incomparable to raw damage output. There are a number of reasons for this. - Some are highly situational. Disarm can be murderous if your DM likes to use humanoid enemies that attack with weapons. It is much less effective if he tends to only use monsters that attack with tooth or claw. - Not all opponents are affected equally. An immobilized melee attacker vs an archer is basically a pincushion if it cannot overcome the affect. A stun effect against 1 of 15 minions means nothing. A stun effect against a solo means a hell of a lot of pain. - Unforseen synergies can lead to cheesy abuse. Being knocked Prone is a minor inconvenience until you face highly mobile opponents. Being prone and Dazed means you may as well be immobilized. - Each new incomparable added is going to be difficult to balance against older content. If anyone can perform these combat maneuvers, and new ones are periodically added, it can create a situation where the initial version of a monster is suddenly vulnerable to tactics that did not exist when it was written. I will have to see what the finished product actually looks like, but I am going to be very curious about how balanced the add on modules are. END COMMUNICATION [/QUOTE]
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