I tried to give XP for this, but, alas, could not.Reinforces my idea that game design is 80% psychology.![]()
You're absolutely right.
I tried to give XP for this, but, alas, could not.Reinforces my idea that game design is 80% psychology.![]()
What's stopping you from having both, do you not have enough space for bookmarks?Finally, after weeks of questionable content, I get something positive. Hopefully, next week's article won't cause my mood to darken.
I don't want anything to be an exclusive mechanic to anything.
Yep. At the end of the day, isn't this just another bonus? I mean, you are adding a number to another number--your sword gets a bonus to attack or damage, for example--so does it really make much difference if that number is +1d4, or +2?I think this is kind of hilarious.
Functionally, the change seems to be this:
- Take your fighter's bonus to damage.
- Convert it into dice that you roll.
- Give fighters some options to trade damage for other things.
That said, I would not rely on the dice staying dice. I hope they don't. Action points as dice work because they are rarely used, so the extra time-cost is minimal. Extra damage dice really slow things down (you have to find them, you have to NOT roll off the edge of the table or bounce your dice awkwardly, and then you have to add up the results while not forgetting the static bonuses). If you start having multiple dice which get split up and spent at different times in a round, it'll slow things down a lot more than you expect.
Sounds fairly similar to DCC
Yep. At the end of the day, isn't this just another bonus? I mean, you are adding a number to another number--your sword gets a bonus to attack or damage, for example--so does it really make much difference if that number is +1d4, or +2?
I guess it boils down to how much you like rolling dice.
"Woot, I get to roll more dice!" says the player.
"Crap, I have to roll how many dice now?" says the DM.
Yeah, that was a fail on my part. I have been away from the boards for a while and forgot he was a fanEither your jokemeter has failed, or mine has (because you're being more straightfaced than I'm allowing for).
Anyway, TwoSix knows 4e pretty well, I think, and is (to at least some extent) a fan of it.
Aha. I see. So you want something like 3.x multiclassing without it being multiclass?I don't want anything to be an exclusive mechanic to anything.
The looser the class structure the better; I'd even prefer it if D&D was the sort of game where all characters could learn a spell or two if they trained at it. Likewise, anyone should gain advantages for stabbing people in the back when they can't see you. Until 4e, D&D was gradually but slowly moving in this direction, as many mechanics were allowed to multiple character types, but some were still restricted. A class should be a convenient way of packaging abilities, not a straitjacket.
In this particular case, as they've said the dice are really just a more flexible and fun substitute for static bonuses and maneuvers. Would it fly if they said that only fighters could gain static bonuses to attack and or/damage and/or maneuvers? No. This isn't any different.
You ain't the first, nor the last I suspect.I had a witty reply, but I got distracted by your avatar.
I disagree. Fighters didn't rock until 4e. Oldschool dnd they were okay, but a tad boring. In 3.x they got eclipsed by the casters and were mostly a starting point for other classes.Or 2e. Or post-UA 1e to be fair.