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D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="LostSoul" data-source="post: 5855267" data-attributes="member: 386"><p>In my 4E game I allow the martial encounter exploits to be used at-will, assuming some sort of fictional trigger is met.</p><p></p><p>For example, here is a trigger we are using for some dragonborn mercenaries: <em>when they have a clear swing at their target's back.</em> If they have a clear swing at their target's back they can use that exploit. The benefit of using the exploit is that it does some extra damage.</p><p></p><p>We played on Friday. The PCs dug a pit trap and were able to lead a worg into it. The dragonborn mercenaries had a clear swing at its back and beat the crap out of it.</p><p></p><p>The mechanic works well enough; you get a clear picture of what is going on in the battle (immersion) and there are interesting choices to be made. You can customize your warrior to fight in the style that you like, too.</p><p></p><p>If I was to design from the ground-up I'd come up with a framework for this sort of "extra damage" and apply those based on the fictional details of the different character's actions. eg. "Within enemy's guard with a small weapon: 2d10 damage." </p><p></p><p>Fighters would get benefits of wielding many types of weapons and armour, extra HP, high attack bonuses, and being able to get in an extra "beat" - multiple attacks. Thieves would probably get a bonus to in-close knife-work, surprise attacks, and that sort of thing.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5855267, member: 386"] In my 4E game I allow the martial encounter exploits to be used at-will, assuming some sort of fictional trigger is met. For example, here is a trigger we are using for some dragonborn mercenaries: [i]when they have a clear swing at their target's back.[/i] If they have a clear swing at their target's back they can use that exploit. The benefit of using the exploit is that it does some extra damage. We played on Friday. The PCs dug a pit trap and were able to lead a worg into it. The dragonborn mercenaries had a clear swing at its back and beat the crap out of it. The mechanic works well enough; you get a clear picture of what is going on in the battle (immersion) and there are interesting choices to be made. You can customize your warrior to fight in the style that you like, too. If I was to design from the ground-up I'd come up with a framework for this sort of "extra damage" and apply those based on the fictional details of the different character's actions. eg. "Within enemy's guard with a small weapon: 2d10 damage." Fighters would get benefits of wielding many types of weapons and armour, extra HP, high attack bonuses, and being able to get in an extra "beat" - multiple attacks. Thieves would probably get a bonus to in-close knife-work, surprise attacks, and that sort of thing. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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