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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e-inspired modular combat system
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<blockquote data-quote="RangerWickett" data-source="post: 4942621" data-attributes="member: 63"><p>On the 'basic attack' thing, I certainly don't mean "stand and hit" round after round. I mean that I made characters who had options in their tactics, and I didn't need pre-written 'special moves' to make combat fun.</p><p></p><p>For instance, the warrior type characters I played in 3rd edition included:</p><p></p><p>Grim - mounted archer with quickdraw and a handy haversack full of cheap alchemicals. Usually I'd pepper weak foes while keeping my distance atop my mount, but occasionally I'd ride in close and let my animal companion warhorse tramp and stamp as I tossed tanglefoot bags and such.</p><p></p><p>Gregor - reckless fighter/barbarian who threw himself into foes with wild swings of a greatsword on full power attack. When faced with a tougher foe, I'd wrestle or climb the guy to make his attacks less effective, and often get nearly killed for it.</p><p></p><p> </p><p>With each character, combat was most fun when I was either a) killing weak foes every round or two, or b) facing a foe against whom simple hacking away was a losing prospect. </p><p></p><p>I dunno. Maybe an actual system to make moves is unnecessary. I could just say, your basic attack does more damage, and if you come up with something cool that you potentially _could_ do, you can try it. Which basically is how the system works now if you liberally apply page 42 in the DMG, but the power cards and everything sit in the forefront of players' minds.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4942621, member: 63"] On the 'basic attack' thing, I certainly don't mean "stand and hit" round after round. I mean that I made characters who had options in their tactics, and I didn't need pre-written 'special moves' to make combat fun. For instance, the warrior type characters I played in 3rd edition included: Grim - mounted archer with quickdraw and a handy haversack full of cheap alchemicals. Usually I'd pepper weak foes while keeping my distance atop my mount, but occasionally I'd ride in close and let my animal companion warhorse tramp and stamp as I tossed tanglefoot bags and such. Gregor - reckless fighter/barbarian who threw himself into foes with wild swings of a greatsword on full power attack. When faced with a tougher foe, I'd wrestle or climb the guy to make his attacks less effective, and often get nearly killed for it. With each character, combat was most fun when I was either a) killing weak foes every round or two, or b) facing a foe against whom simple hacking away was a losing prospect. I dunno. Maybe an actual system to make moves is unnecessary. I could just say, your basic attack does more damage, and if you come up with something cool that you potentially _could_ do, you can try it. Which basically is how the system works now if you liberally apply page 42 in the DMG, but the power cards and everything sit in the forefront of players' minds. [/QUOTE]
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4e-inspired modular combat system
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