The case against Combat Superiority

Chris_Nightwing

First Post
I think that the Fighter's Combat Superiority has been generally accepted as a step in the right direction for the class, indeed it may in fact be exactly what everyone has dreamed of for years. However, I have seen the mechanics in play and given the current iteration a great deal of thought and whilst I agree that we are heading in the right direction, I think it would be a mistake to leave the mechanics in their current state.

First of all, the good things about CS: it gives the Fighter something to do other than basic attacks, it enhances something the Fighter is already supposed to be good at, it's not so complex it couldn't be included in a bare-bones game, and the use of multiple dice provides round-by-round choices.

Now, my main complaint about CS as it stands is that the extra resources it provides are given back on a round-by-round basis. This, in my opinion, gives the illusion of having options other than just doing more damage, where in fact, in any given combat, it is highly likely that there is just one thing you will likely do every round. In this sense, it makes it very difficult to balance the different options available. If you are fighting a big boss, you want to deal as much damage as possible, most of the time. If you are fighting a brute-like damage-dealer, you will likely want to reduce damage taken as much as possible. If you are fighting with a Rogue, you will likely want to knock an opponent down every round. Perhaps this is ok, that what you do each combat changes, but within a combat you pretty much do the same thing. I just fear that it's a little bland for the player.

Mechanically, I take issue that they might extend the mechanic to other classes. If they are trying to model physical combat in a generic system that extends to any class that's not primarily magicking, I fear it is lacking. You basically have 3 degrees of freedom to play with if you were to give the feature to another class: the actual dice you have to play with, the maneuvers available to you and the manner in which you regain dice. The first of these isn't even really that free, the second I hope is somewhat limited, lest we have a list of powers for every class again, but the third has some potential. Still though, if all we get is an encounter-recharge class and a daily-recharge class then the whole thing starts to lose its 'generic system for physical combat' vibe.

I'm going to try to argue that an encounter-based system would provide a more versatile and interesting model of physical combat. The way I see it, someone performing exciting and powerful maneuvers in combat naturally lends itself to recovery of whatever resources were spent, by taking a short rest. Much like the way in which Sorcerer willpower is managed, the Fighter might have a maximum capacity for maneuver points and a maximum number that can be spent on a single maneuver, both of which will increase with level. Basic maneuvers such as 'do more damage' or 'reduce damage taken' can provide a given quantity per point spent, and this could be adjusted by class or by weapon/shield. Certain maneuvers, like knockdown, would no longer be a no-brainer as it would deplete resources that don't necessarily recover next round, and this would make balancing easier. The way in which points are gained could be reflected by your class or indeed your fighting style. A slayer might get a point back for each kill they make, a defender for each attack they successfully block (if they use the guardian-style block rather than just damage reduction). Maybe the Fighter just gets a point back per kill generically. For the Fighter, points would be restored on a short rest, but for a Barbarian they might be reset to zero, until they get hit and accumulate more in combat. The list of maneuvers available to a given class would vary - consider that the Fighter might fit the 'Wizard' model, in that they can learn any maneuver someone is willing to teach them, but they can only practice them according to weapon/shield combination and circumstance. These are all just ideas though.

TLDR

CS is not flexible enough to become a generic physical combat system across multiple classes. An encounter-based system would be better in this regard, with a combined list of maneuvers (much like a spell list). Different classes/styles would have access to different lists and regain dice/points/powers in different ways.
 

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I won't argue or debate the finer points about whether/how CS would work for other classes (as I haven't really thought about it much)... but I will way that in the short amount of time we playtested CS on our Fighter, the player did not repeat himself AT ALL. Every single round, his die was spent differently between Parry, Strike, and Glancing Blow. Although the reason for this was very simple...

...we decided his die refreshed at the end of his turn.

Doing that... allowed everything to open up. By having the die refresh at the end of his turn... it meant he had it available throughout everyone else's turns. Thus, he occasionally used it to Parry, if/when he was actually attacked and damaged. Depending on how much damage he took, he either used it to Parry or he didn't. If he didn't, he then had the die available during his turn, and then once he rolled his attack and saw his result... he could then decided to use it for Glancing Blow if the numbers worked out, or if it didn't, he powered it into Strike damage.

I think THAT is the way Expertise Dice should be used. Refresh at the end of the turn so that it's available for Parrying *IF* the Fighter needs it, and if he doesn't, he then has it for his next turn. Because otherwise... if it refreshes at the START of the Fighter's turn... the Fighter has to decide whether to use it for Strike damage or his special maneuver, but if he doesn't... then has to HOPE he actually gets attacked and hit so that it can be used for Parry... otherwise, the die has been wasted for the round.

Refresh at the end of the Fighter's turn. It opens CS wide and makes it a very fun mechanic in my opinion.
 


...we decided his die refreshed at the end of his turn.

Interesting! This definitely makes a difference, though I have to ask, did he have to decide whether to do extra damage before or after he knew he had hit? Either way, if you refresh at the end of the turn, there's a chance you just missed your attack that round and waste a dice, in exactly the same way that if you refresh at the start of the turn, there's a chance you save a dice for defence and are never hit. Glancing Blow might make a difference to this (though mechanically I think it's been rubbished).
 

You basically have 3 degrees of freedom to play with if you were to give the feature to another class: the actual dice you have to play with, the maneuvers available to you and the manner in which you regain dice.
I think there could be a fourth: whether you can accumulate dice. Allowing a character to accumulate dice, and granting him access to maneuvers which require the expenditure of more dice than he gets each round might be one way to model encounter-like powers.
 

I think there could be a fourth: whether you can accumulate dice. Allowing a character to accumulate dice, and granting him access to maneuvers which require the expenditure of more dice than he gets each round might be one way to model encounter-like powers.

Yep, tokenize the dice Iron Heroes style.






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I think there could be a fourth: whether you can accumulate dice. Allowing a character to accumulate dice, and granting him access to maneuvers which require the expenditure of more dice than he gets each round might be one way to model encounter-like powers.

I see that sort of the same as regaining dice. I suppose you could have a class that accumulates dice rather than refreshes them alongside the Fighter. As it stands though, it would be difficult to come up with a maneuver that costs many dice that's worth burning them for, rather than just dealing a hunk of damage. If only because it would have to cost more dice than the Fighter could acquire at later levels (to prevent the awesome effect being spammed), or require another list of powers for said class, which I think should be avoided.
 

Interesting! This definitely makes a difference, though I have to ask, did he have to decide whether to do extra damage before or after he knew he had hit? Either way, if you refresh at the end of the turn, there's a chance you just missed your attack that round and waste a dice, in exactly the same way that if you refresh at the start of the turn, there's a chance you save a dice for defence and are never hit. Glancing Blow might make a difference to this (though mechanically I think it's been rubbished).

The Strike was always the "final default" position on where he used his die. If he didn't Parry, and didn't use Glancing Blow... Strike (I refuse to call it Deadly Strike because it's an unwieldy term, and Parry/Strike match up better) was always his last choice to use the die.

But yes... you are right that there was a chance he might not use the die if he didn't have the need to Parry, and his missed his attack such that neither Glancing Blow or Strike could be used... but that "waste" was due to just bad luck, rather than "guessing wrong". If you refresh at the beginning of the Fighter's turn... the Fighter needs to GUESS whether or not he thinks he might want or need to Parry later in the round, and thus NOT spend it on his turn for additional Strike damage, and instead "save it" for later. And "guessing wrong" (that he would need the saved die to Parry but then not needing it after all because he either wasn't attacked or wasn't hit) we found to be more annoying and troublesome than just the bad luck of never having an opportunity to arise where the Expertise Die could be used. (Which in all honesty is not entirely "bad luck" after all... since if he DIDN'T need to possibly Parry an attack, then his luck was actually good for part of the combat round after all since he didn't get hit by an attack.)
 

Oh, I like the idea of somehow being able to build up dice. I'm not sure of the narrative explanation for it, but the idea of "round 1 kill a mook, round 2 kill a mook, round 3 flip off the railing, land amid 8 mooks, whirlwind attack, grab one dead body and throw it at the main boss" appeals to me.
 

I could certainly see that mechanic being extended to monks. Instead of combat superiority dice, they'd be Ki dice. After focusing sufficient Ki, the monk could deal his quivering palm or stunning fist attacks or wire-fu.
 

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