ZombieRoboNinja
First Post
So this thread already has tons of discussion and reactions to the new "combat superiority" mechanic discussed in today's L&L column. I thought it might be worth making a new thread to unpack the mechanics of what's been revealed so far, just so everyone's on the same page.
The basics from the article:
1. EACH ROUND, at the beginning of his turn, the fighter gets a number of extra dice. (We'll call them CS dice.) You can "spend" these dice in a number of different ways, using what we'll call "CS powers."
2. You start with 1d4 CS die at level 1, and it scales up to 2d6 by level 5.
3. At first level, every fighter gets an "extra damage" CS power that adds those CS dice to weapon damage rolls.
4. You also get to choose 2 different CS powers at level 1, and one more at level 3, 5, 7, and 9.
5. Other CS powers mentioned (with crappy names from me):
My questions and assumptions:
6. This seems likely to replace the playtest fighter's flat +2 damage bonus, but not the daily surges.
7. The CS dice probably scale up past d4 to d6, d8, and d10 before scaling back down to 2d6. But is there an elegant way to do this, or are we stuck consulting a weird chart?
8. Once you have more than one die of CS dice, you can split them up however you want, it seems.
9. Do all of the reactive CS powers count as "reactions," which are limited to one per round? On the one hand, this would really limit the utility of the non-damage options, but on the other, it might slow down the game a lot if you could "Riposte" 4 times a round when you have 4 CS dice.
10. Can you choose a static bonus in place of an extra CS power? Might be a good option for players who want to keep a simple character without just ignoring half their abilities. (For example, maybe you could advance 2 levels' worth of dice instead of getting a new power.)
Hacking the playtest fighter
In case anyone wants to playtest these changes, here's how you can hack the fighter from the first playtest to reflect what's in this article:
1. Get rid of the old specialization. This means subtract 2 from damage with all weapons, and don't add +1 more at level 3.
2. Add the following class ability:
Combat Superiority: At the beginning of each turn, you get combat superiority dice that can be used to increase your damage or have numerous other combat effects. All CS dice refresh at the beginning of each turn. You use abilities called Combat Techniques to make use of these dice.
Starting Combat Techniques:
Superior Damage: You may add one or more CS die to any weapon damage roll. You must decide how many dice to add before you roll any damage for that attack.
Defensive Crouch: When you take damage, you can roll CS dice to reduce the amount of damage taken by an amount equal to the dice total.
Riposte: When an enemy misses you in melee, you can spend 1 CD to make an instant melee counterattack as a reaction.
At level 3, add:
Shield Ally: When an adjacent ally would take damage, you can roll CS dice to reduce the damage they take.
The basics from the article:
1. EACH ROUND, at the beginning of his turn, the fighter gets a number of extra dice. (We'll call them CS dice.) You can "spend" these dice in a number of different ways, using what we'll call "CS powers."
2. You start with 1d4 CS die at level 1, and it scales up to 2d6 by level 5.
3. At first level, every fighter gets an "extra damage" CS power that adds those CS dice to weapon damage rolls.
4. You also get to choose 2 different CS powers at level 1, and one more at level 3, 5, 7, and 9.
5. Other CS powers mentioned (with crappy names from me):
- Protect Self: Roll CS dice to subtract from damage you would take.
- Protect Ally: Roll CS dice to subtract from damage your adjacent ally would take.
- Riposte: When an ally misses you in melee, use one CS die to immediately counterattack.
- Aid Ally's Defense: Somehow use CS dice to prevent an adjacent ally from being hit in melee. ("The player also has the option to turn a successful attack made against Bethany’s ally into a miss," whatever that mean mechanically.)
My questions and assumptions:
6. This seems likely to replace the playtest fighter's flat +2 damage bonus, but not the daily surges.
7. The CS dice probably scale up past d4 to d6, d8, and d10 before scaling back down to 2d6. But is there an elegant way to do this, or are we stuck consulting a weird chart?
8. Once you have more than one die of CS dice, you can split them up however you want, it seems.
9. Do all of the reactive CS powers count as "reactions," which are limited to one per round? On the one hand, this would really limit the utility of the non-damage options, but on the other, it might slow down the game a lot if you could "Riposte" 4 times a round when you have 4 CS dice.
10. Can you choose a static bonus in place of an extra CS power? Might be a good option for players who want to keep a simple character without just ignoring half their abilities. (For example, maybe you could advance 2 levels' worth of dice instead of getting a new power.)
Hacking the playtest fighter
In case anyone wants to playtest these changes, here's how you can hack the fighter from the first playtest to reflect what's in this article:
1. Get rid of the old specialization. This means subtract 2 from damage with all weapons, and don't add +1 more at level 3.
2. Add the following class ability:
Combat Superiority: At the beginning of each turn, you get combat superiority dice that can be used to increase your damage or have numerous other combat effects. All CS dice refresh at the beginning of each turn. You use abilities called Combat Techniques to make use of these dice.
Starting Combat Techniques:
Superior Damage: You may add one or more CS die to any weapon damage roll. You must decide how many dice to add before you roll any damage for that attack.
Defensive Crouch: When you take damage, you can roll CS dice to reduce the amount of damage taken by an amount equal to the dice total.
Riposte: When an enemy misses you in melee, you can spend 1 CD to make an instant melee counterattack as a reaction.
At level 3, add:
Shield Ally: When an adjacent ally would take damage, you can roll CS dice to reduce the damage they take.
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