It's a silly table, but it does have a serious purpose. It prevents stacking of potion buffs. You cannot stock up on a variety of potions, drink one to increase strength, another to increase AC, etc, etc, without taking significant risk.
I'd prefer that they just went with a more simple "cannot...
ShadowRun had a nice vehicle-combat skirmish rule that might be adapted for long-running battles.
In essence, it had teams make opposing rolls to try to either increase or decrease number of rounds of combat that would be resolved in a particular time or distance.
So, for a "barricade the...
Assuming you need it to be consistent monster/PC, then maybe mob tactics doesn't stack with weapon training? I.e. it's an alternative way to get the same type of melee bonuses, and represents a completely different way of fighting (which, by the fluff it pretty much does).
So a PC who gained it...
Or you could view that commoners getting a measly +0 to hit by default is in fact a steep penalty, due to low morale, organisation and expertise, which they offsets quickly due to them working together (i.e. the effect scales more quickly than the "aid another" action allows for other...
Intoxicated is still in the play test. I wish I knew where it was coming from as an idea. Can't say I'm a fan, really.
However, I've been adjusting my code for the new monster data, and encounter building rules. Just for fun I decide to see whether stacking up damage reduction is worth the...
Yay for the simple fix to the zombie, making it a viable monster again, and with a thematic cool ability. Gives me hope for further good changes over time in the play test.
Anyone else spotted fixes to monsters, good or bad?
Probably not, unless a generous DM houserules it in. Of course, they could also be mean and reduce your bonus to hit and hit points to make the choice balanced as it is for the Commoner "monster". Or I could suggest that the multiclass "Commoner" doesn't get this handy feature until 3 levels are...
A quick summary would be that the tables are set up to grant roughly 1 item per party member per day. The majority will be common.
I expect this to in due course come with advice similar to healing for simply setting the dial to lower numbers .
It was versus the same 3 (very tired*) dwarves, and I tweaked the numbers so that rates of TPK, success, injury etc looked the same as the battles with 3 ogres that I ran earlier. For simple brutish monsters I think this should be reasonable.
My code has still a way to go before handling the...
The main advantage of using dice over simpler points here is that you have two scales - number of dice, and type of dice. Scaling up the type of dice could increase power of a spellcaster, whilst not adding yet more choices for the wizard player to consider.
I'd be interested to know how that goes.
My problem with this has been how to make allowances for PC abilities, which are all described at the right level of detail to work with the combat system.
Case in point: In my game we have two very different defenders, an Elf Harrying Battlemind, and...
These kind of trade-offs are in Runequest's sorcery system, as well as others. They are cool in principle, but difficult to balance in practice. Even just 5 "fire points" with so many options is going to cause players to spend significant time planning/thinking/doing maths.
If we're going this...
You could probably change this to a more general:
* Don't fill up a character sheet with loads of trivial abilities that grant minor benefits at best, and create work for players and DM to manage them.
There is absolutely more than one way to remove the dermal layers from this particular...
These are self-consistent enough. You could probably take the current ogre stats, increase hit points, perhaps give it a little damage resist, give it some kind of sweep- or multi- attack that targetted more than one PC at a time, and get pretty close to what you want within the current...
Armour as DR can work just fine in my opinion. Problem is choosing the numbers. A lot of "stuff" gets hidden away in hit points and damage ratings.
For instance, should natural armour protect a creature from poisonous bites? As just DR, it would not . . .
Should it protect less versus deadly...
Isn't this ultimately about level of detail you want to "play" as a game.
It is interesting that all the examples of combat so far are from video. Anyone wanting to run D&D adventures inspired by written fiction? I'd guess that there would be longer rounds with less detail in a lot of written...
My post was a bit half-formed, but yes and no.
I think it depends on two things:
1) How often you re-frame based on narrative input. If you consider re-framing during resolution, based on unexpected twists brought in by players or DM inspiration, then this breaks away from any possible a...
Me too - except:
. . . I think that's one of the things we've signed up to in the play test - at the very least you'll have enough information to make an informed decision on how much of 5E works for you. If you are only vetting out 1% of stuff it's probably OK. If it's more like 10%, then...
Actually I am well aware of approach of players driving story by picking abilities (it's generally how I set up adventures), and was aiming for a neutral tone on chicken v egg ;) Sorry if it failed . . .
I think my point still stands, even with a floating skill system and player-driven plot...