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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="LostSoul" data-source="post: 4942702" data-attributes="member: 386"><p>Using page 42 as the main guideline for resolving actions was what I had been thinking.</p><p></p><p>You could still use powers, but they might look a little different. Since you love aspects ( <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), maybe stealing a page from SotC would work.</p><p></p><p>You have a number of "powers" dependent on your level (maybe your class, too). Those powers are descriptions of special moves that you've taken the time to master - similar to the fluff text from the PHB's powers.</p><p></p><p>Can these tricks/exploits/powers be applied in <em>this</em> situation? That's a DM call, just as judging if an aspect can be invoked is in SotC.</p><p></p><p>What exactly do they do? That's another DM call. This is the tricky bit and the part where you can get creative with your system.</p><p></p><p>I'm going to brainstorm a few ways of dealing with that off the top of my head.</p><p></p><p>DM uses page 42 for damage.</p><p>DM awards more damage/rider effects based on "realism" - what would logically happen in the game world.</p><p>DM selects the effect of the attack (damage and/or conditions, forced movement, etc.) from a list of options based on the situation.</p><p>Each trick/exploit has a specific, fluff-driven trigger ("When your target is off-balance...").</p><p>Each power needs to be activated via a healing surge in order to be used at all.</p><p>Using a power can be done at-will with no cost, but in order to deal more damage and/or another effect, the PC must spend a healing surge.</p><p></p><p></p><p>What to do with other power sources is another question.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4942702, member: 386"] Using page 42 as the main guideline for resolving actions was what I had been thinking. You could still use powers, but they might look a little different. Since you love aspects ( ;) ), maybe stealing a page from SotC would work. You have a number of "powers" dependent on your level (maybe your class, too). Those powers are descriptions of special moves that you've taken the time to master - similar to the fluff text from the PHB's powers. Can these tricks/exploits/powers be applied in [i]this[/i] situation? That's a DM call, just as judging if an aspect can be invoked is in SotC. What exactly do they do? That's another DM call. This is the tricky bit and the part where you can get creative with your system. I'm going to brainstorm a few ways of dealing with that off the top of my head. DM uses page 42 for damage. DM awards more damage/rider effects based on "realism" - what would logically happen in the game world. DM selects the effect of the attack (damage and/or conditions, forced movement, etc.) from a list of options based on the situation. Each trick/exploit has a specific, fluff-driven trigger ("When your target is off-balance..."). Each power needs to be activated via a healing surge in order to be used at all. Using a power can be done at-will with no cost, but in order to deal more damage and/or another effect, the PC must spend a healing surge. What to do with other power sources is another question. [/QUOTE]
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