Chris_Nightwing
First Post
Whilst a recent thread denigrating 4E's handling of improvised combat was closed down, I still read it and thought I would suggest what might be an improvement for 5E.
The accusation against 4E's system was that improvisation resulted in the same outcome as using a power, such that you weren't really taking advantage of your surroundings or really doing something 'cool' at all. In particular, the DC of tasks would increase with level so that the same action would not become easier at later levels.
Now, the latter issue will probably be repaired by the supposed flattening of the mathematics. How can we improve on the former?
To me, improvisation is giving control to the players, letting them freewheel dramatically and mechanically. If you're fighting in a castle dining room then you could swing from a chandelier, knock over a table for cover, grab a silver platter for defence against an arrow and so on. Navigating these tasks in a manner that doesn't make them either useless or superior to ordinary attacks is difficult. I suggest that the key principle ought to be 'the more significant an outcome you want, the more difficult it is' - with limits determined only by the DM.
As an example (with no basis in the new mathematics because I don't know what they will be) consider the infamous chandelier example:
So that's: Low DC - small benefit, Medium DC - better benefit, High dc - something you might not be able to do normally. If it's something you couldn't do again this combat (possibly in this example), then lower each of the DCs (thus you're more likely to obtain the best outcome).
A second example, based more on damage, might be dropping the chandelier onto the bad guy in the hall. Move action: Low DC and you can slide him out of the way, Medium and he's splashed with hot wax for 1d6 damage, High and that's 2d6 damage and he's prone. Neat for just cutting a rope no?
If you feel the need for more codification, simply decide what different effects are worth (ie: immobilise is better than slide/push/pull) - though this way madness lies.
Don't increase the DC of these tasks as characters gain levels, hopefully the bonuses they gain allow their improvisations to be more effective, and indeed, don't increase the damage - dropping chandeliers won't work on demons. If you want high-level improvised moves, provide the necessary setting for them and allow even higher DCs for more damage. (I guess I'm suggesting a static DC/benefit system that doesn't scale with level, but might with situation).
Any other ideas?
The accusation against 4E's system was that improvisation resulted in the same outcome as using a power, such that you weren't really taking advantage of your surroundings or really doing something 'cool' at all. In particular, the DC of tasks would increase with level so that the same action would not become easier at later levels.
Now, the latter issue will probably be repaired by the supposed flattening of the mathematics. How can we improve on the former?
To me, improvisation is giving control to the players, letting them freewheel dramatically and mechanically. If you're fighting in a castle dining room then you could swing from a chandelier, knock over a table for cover, grab a silver platter for defence against an arrow and so on. Navigating these tasks in a manner that doesn't make them either useless or superior to ordinary attacks is difficult. I suggest that the key principle ought to be 'the more significant an outcome you want, the more difficult it is' - with limits determined only by the DM.
As an example (with no basis in the new mathematics because I don't know what they will be) consider the infamous chandelier example:
Determine what sort of action it is - I'd say a move action, allowing for some movement towards it, I could specify the number of squares/feet it takes but let's just say if you've got movement left when you're next to it, you can jump!
Offer the player some choices. DC10 Acrobatics, you can get to the bad guy (effectively getting free movement), and attack him. DC 15 you can make this a charge, with all bonus effects. DC20 as DC15 but if you hit, you knock him over or push him back.
Offer the player some choices. DC10 Acrobatics, you can get to the bad guy (effectively getting free movement), and attack him. DC 15 you can make this a charge, with all bonus effects. DC20 as DC15 but if you hit, you knock him over or push him back.
So that's: Low DC - small benefit, Medium DC - better benefit, High dc - something you might not be able to do normally. If it's something you couldn't do again this combat (possibly in this example), then lower each of the DCs (thus you're more likely to obtain the best outcome).
A second example, based more on damage, might be dropping the chandelier onto the bad guy in the hall. Move action: Low DC and you can slide him out of the way, Medium and he's splashed with hot wax for 1d6 damage, High and that's 2d6 damage and he's prone. Neat for just cutting a rope no?
If you feel the need for more codification, simply decide what different effects are worth (ie: immobilise is better than slide/push/pull) - though this way madness lies.
Don't increase the DC of these tasks as characters gain levels, hopefully the bonuses they gain allow their improvisations to be more effective, and indeed, don't increase the damage - dropping chandeliers won't work on demons. If you want high-level improvised moves, provide the necessary setting for them and allow even higher DCs for more damage. (I guess I'm suggesting a static DC/benefit system that doesn't scale with level, but might with situation).
Any other ideas?