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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="Quickleaf" data-source="post: 5855775" data-attributes="member: 20323"><p>That's the system with a dice pool of d20s right? I read a couple reviews that it was great but also quite a bit more complex than I wanted. But the dice pool system seemed really well done.</p><p></p><p>So it seems like the heart of this thread is about retaining cool maneuvers while jettisoning the AEDU system for martial characters. After reading this thread I made a list of "alternative recharge options" presented by other posters.</p><p></p><p>* No "recharge", just maneuvers list and feats to offset penalties (a la 3e/PF)</p><p>* Fatigue/Exhaustion</p><p>* Narrative Setup/Requirement [MENTION=386]LostSoul[/MENTION]</p><p>* High Roll Add-Ons [MENTION=3424]FireLance[/MENTION] (a la Savage World)</p><p>* Dice Pool [MENTION=51168]MichaelSomething[/MENTION] (a la Codex Martialis)</p><p></p><p>Maybe you all could point out any which I've overlooked? This thread has grown incredibly fast in just a day so I may have missed some while speed reading thru it.</p><p></p><p>In the way of adding something new, here's a wild thought which kind of branches off the "Fatigue" concept... What if warrior types could spend Hit Points (or healing surges if those are in the game) to accomplish more powerful moves? It's kind of simplistic, but it falls in line with the point of martial powers being to avoid combat becoming an attrition slugfest. The fighter might have the option of speeding things up dramatically with a 5 dice attack, but he's making himself vulnerable to do so. It's appealing because it provides an immediately clear risk vs. reward option. OTOH if it costs HP and HP are a daily resource then maybe it wouldn't see much use unless the benefits were really strong. </p><p></p><p>Actually my idea might be better to model barbarian rage... </p><p></p><p>I kinda like the idea of different classes having different methods for pulling off strong moves. For example, the rogue might require "advantage", perhaps pulled off in a way that resembles [MENTION=386]LostSoul[/MENTION] 's suggestion. The barbarian might trade HP for super damaging moves or rages. The fighter might have upgradable stances using a maneuver list & feats, as well as rider effects on high rolls with weapon attacks as [MENTION=3424]FireLance[/MENTION] suggests.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5855775, member: 20323"] That's the system with a dice pool of d20s right? I read a couple reviews that it was great but also quite a bit more complex than I wanted. But the dice pool system seemed really well done. So it seems like the heart of this thread is about retaining cool maneuvers while jettisoning the AEDU system for martial characters. After reading this thread I made a list of "alternative recharge options" presented by other posters. * No "recharge", just maneuvers list and feats to offset penalties (a la 3e/PF) * Fatigue/Exhaustion * Narrative Setup/Requirement [MENTION=386]LostSoul[/MENTION] * High Roll Add-Ons [MENTION=3424]FireLance[/MENTION] (a la Savage World) * Dice Pool [MENTION=51168]MichaelSomething[/MENTION] (a la Codex Martialis) Maybe you all could point out any which I've overlooked? This thread has grown incredibly fast in just a day so I may have missed some while speed reading thru it. In the way of adding something new, here's a wild thought which kind of branches off the "Fatigue" concept... What if warrior types could spend Hit Points (or healing surges if those are in the game) to accomplish more powerful moves? It's kind of simplistic, but it falls in line with the point of martial powers being to avoid combat becoming an attrition slugfest. The fighter might have the option of speeding things up dramatically with a 5 dice attack, but he's making himself vulnerable to do so. It's appealing because it provides an immediately clear risk vs. reward option. OTOH if it costs HP and HP are a daily resource then maybe it wouldn't see much use unless the benefits were really strong. Actually my idea might be better to model barbarian rage... I kinda like the idea of different classes having different methods for pulling off strong moves. For example, the rogue might require "advantage", perhaps pulled off in a way that resembles [MENTION=386]LostSoul[/MENTION] 's suggestion. The barbarian might trade HP for super damaging moves or rages. The fighter might have upgradable stances using a maneuver list & feats, as well as rider effects on high rolls with weapon attacks as [MENTION=3424]FireLance[/MENTION] suggests. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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