D&D 5E And Lo, the Fighter Did Get a Shtick of his Own... COMBAT SUPERIORITY!

I'm A Banana

Potassium-Rich
Harlekin said:
CS dice are equivalent to a penalty to the damage roll. This is an important difference, as damage penalties are easier to scale and have a much lower effect on the swinginess of the combat.

I think it's a smart move. Bounded accuracy doesn't play nice with a lot of attack roll mods, and even in 3e deciding whether or not to Power Attack was a bit of a non-question much of the time. This way, by applying it to damage, it is something you can't "waste." Psychologically, it takes out the loss-aversion factor. Which is better. You might not kill the thing this round, but you're still gonna hurt it somehow.

Harlekin said:
I would argue, the CS dice rules as presented here actually have much more in common with 4ed stances than with any 3ed feat.

I'm not sure that I agree (stances, for one, were daily powers rather than at-will options), but even if you're right, the question then becomes: how much different is a 4e stance, really, than a 3e feat? In what important ways?

Mengu said:
Yeah, and another magic trick they deployed is providing 4e powers without saying as much. You can use Brash Strike for +X damage, or you can use Riposte Strike for immediate action attack with a condition, or you can use Aegis of Shielding to reduce the damage an ally takes.

Again, not sure I quite agree (it's hardly Come and Get It). It's kind of similar to 4e at-wills, but 4e at-wills were already very similar to any number of fighter options from 3e or even 2e. But again, like above, even if I agreed, the question would be: how different is Brash Strike really, from systems like Weapons of Legacy? What's the key difference?

Sometimes, I think the key difference is mostly just whether the book you got the rule out of was laid out like 3e or laid out like 4e. ;)

Mengu said:
In my opinion, one of 4e's biggest pit falls is presentation. The 25th level monk with a dozen pages of powers just makes me want to throw up. You could make a few tweaks to 4e's presentation and character progression, and the psychological effect would be staggering.

I'll have to agree with you there. It seems from the outside a bit like they assumed the "Your character's abilities are like cards in a deck!" thing would take off like a shot rather than alienate a tremendous chunk of the customer base. And once you release an edition like that, any attempt to revise or update it comes off as ".5-ing" it (*cough*Essentials*cough*), gaining few new adherents and still loosing those folks who thought that abilities = cards in a deck WAS crazy awesome.

That's not to mention some of the OTHER questionable presentation choices (cartoony early art, "1 PHB Per Year!", and others). I think 5e's modularity helps this, too: they may not feel so pressured to use IP-special names or have a specific view of what Elves always are defined as if they approach the game from a standpoint of "everything is flexible."
 

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howandwhy99

Adventurer
Possible schticks for other characters?

- Magic-User/Wizards are masters of the secret laws of the universe
- Thief/Rogues are masters of covert actions
- Clerics are masters of collecting creatures together to support and protect
- Druids act as clerics for the wilderness, plants and animals
- Rangers are masters of surviving and scouting in the wilderness with a warrior bent
- Paladins are defenders of a moral code with a warrior bent
- Assassins are as thieves, but seek killing through covert action instead of theft
- Monks are personal devotees to a martial and mystical code
- Warlords are masters of strategy working from behind the lines
- Sorcerers are naturally imbued with magical abilities
- Blade singers (or other M-U/Ftr) imbue their combat abilities with magic
and so on...
 



Remathilis

Legend
I like it.

There is a basic tactical element to it as well...

1.) Foes you think have low hp (goblins), it might be worth it to trade the damage die for a neat effect. For High-HP foes, it might be good to disable/protect for a while, then go for the kill when its wounded.

2.) Trading a variable damage die (1d4) is easier than trading a static bonus. Static numbers want to be crunched, and people begin to try and figure out the best amount to trade (see; power attack spreadsheet).

3.) Plus, it goes hand-in-hand with advantage/disadvantage and "Dice Adjustments BAD!" mentality of 5e.

4.) Did anyone else actually think... ALTERNITY? No?
 

hamstertamer

First Post
I really don't see the point of adding all these new gimmicks into their game unless it's just to justify to themselves a new edition. I think they would be better in an alternative combat book so people could pick and choose. I don't really see what's so wonderful about them and I'm sure the novelty of them will wear out fast in game play.
 


Shadeydm

First Post
I have no issue with action point/dice mechanics but making it Fighter only just seems odd. I'm also not convinced it needs to be a default assumption and not an optional module.
 

JamesonCourage

Adventurer
You only need three inches of steel to kill a man.
What about a bear? An elephant? A bulette? A dragon? This is why bigger weapons deserve a bigger damage die, in my mind.
Weapon qualities (bludgeoning, slashing, piercing, reach, versatile, critical, light, etc.) are a far better way of distinguishing weapons than using different damage dice.
Overall, I still agree with this. As always, play what you like :)
 

Greg K

Legend
I know a lot people like it, because it is based on trading damage rather than to hit for a maneuver. However, that is exactly why I do not like it. Not a fan of the version in DCC either. One more strike against Next for me.

Hopefully, there will be a module that resembles the maneuver system in the Book of Iron Might. If not, I still have Savage Worlds, True20, and my house ruled 3e for my fantasy needs.
 

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