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General Tabletop Discussion
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="Chris_Nightwing" data-source="post: 5855272" data-attributes="member: 882"><p>Some interesting discussions!</p><p></p><p>I fall on the codification side of the argument though I'm afraid, but 'light' codification. I think it's great that the system might allow for on-the-fly moves, but for me there are flaws beyond just 'different DMs might rule things differently'. For instance, I fail to see how Fighters become interesting if they can trip or knock things down when they deal no damage with this move, given that Wizards could have some sort of kaboom force power at later levels.</p><p></p><p>So for special moves I would make them variants of the basic attack. You will deal damage as usual, so the key is to apply a suitable penalty in exchange for the riding effect you'll get if you hit. Improvisation or no I would have a golden rule along the lines of:</p><p></p><p>Special Manoeuvre - Make a basic attack at a -2 penalty, with one additional hit effect as follows: knock target prone, push target 5', disarm target (picking up a weapon shouldn't provoke AoO to stop this being too powerful), next attack on target gets advantage, target cannot move next round, and so on..</p><p></p><p>You could make effects dependent (or easier, or better) dependent on weapon/shield use. The key is that the rule is simple. You want something extra (that could be damned useful in the right circumstance) - take a penalty to hit, but you still deal damage so that you're not wasting your time.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5855272, member: 882"] Some interesting discussions! I fall on the codification side of the argument though I'm afraid, but 'light' codification. I think it's great that the system might allow for on-the-fly moves, but for me there are flaws beyond just 'different DMs might rule things differently'. For instance, I fail to see how Fighters become interesting if they can trip or knock things down when they deal no damage with this move, given that Wizards could have some sort of kaboom force power at later levels. So for special moves I would make them variants of the basic attack. You will deal damage as usual, so the key is to apply a suitable penalty in exchange for the riding effect you'll get if you hit. Improvisation or no I would have a golden rule along the lines of: Special Manoeuvre - Make a basic attack at a -2 penalty, with one additional hit effect as follows: knock target prone, push target 5', disarm target (picking up a weapon shouldn't provoke AoO to stop this being too powerful), next attack on target gets advantage, target cannot move next round, and so on.. You could make effects dependent (or easier, or better) dependent on weapon/shield use. The key is that the rule is simple. You want something extra (that could be damned useful in the right circumstance) - take a penalty to hit, but you still deal damage so that you're not wasting your time. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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