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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E is too balanced - options to replace all martial dailies?
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<blockquote data-quote="KahnyaGnorc" data-source="post: 5402838" data-attributes="member: 100584"><p>For different versions of these "groove points," there's a few computer RPG examples that I can think of off-hand:</p><p></p><p>Dark Age of Camelot (among others): attack chains, you hit with one ability, which opens up the next one in the chain, which opens up the next one.</p><p></p><p>World of Warcraft: A few examples, warriors and tanking druids build up rage through attacks and getting attacked, which power their special abilities. Rogues and melee dps druids execute abilities that build combo points and finishers that turn those into bigger effects. Death Knights use Runes, that recharge over time, to do some abilities that build Runic Power, which is used for bigger abilities.</p><p></p><p>Lord of the Rings Online: Champions build "Fervour" with their smaller attacks and use them to power bigger attacks. Hunters, as long as they don't move, build "Focus" with their smaller attacks and use it for bigger ones. Wardens have 3 basic moves that they use to build combos, then release them in a more powerful "Gambit" attack.</p><p></p><p></p><p>Actually, the LotRO Warden example would be interesting. You'd have 3 At-Will Powers (A melee weapon attack, a shield bash, and a shout) and your more powerful attacks (normally, Encounter and Dailies) require a specific combination of those three be executed. Like, the weapon attack->shield bask->shout = one power unlocked, but those in a different order would unlock another power. Not sure how it would translate from a pseudo-real-time fight to a turn-based fight (or from electronic to PnP).</p></blockquote><p></p>
[QUOTE="KahnyaGnorc, post: 5402838, member: 100584"] For different versions of these "groove points," there's a few computer RPG examples that I can think of off-hand: Dark Age of Camelot (among others): attack chains, you hit with one ability, which opens up the next one in the chain, which opens up the next one. World of Warcraft: A few examples, warriors and tanking druids build up rage through attacks and getting attacked, which power their special abilities. Rogues and melee dps druids execute abilities that build combo points and finishers that turn those into bigger effects. Death Knights use Runes, that recharge over time, to do some abilities that build Runic Power, which is used for bigger abilities. Lord of the Rings Online: Champions build "Fervour" with their smaller attacks and use them to power bigger attacks. Hunters, as long as they don't move, build "Focus" with their smaller attacks and use it for bigger ones. Wardens have 3 basic moves that they use to build combos, then release them in a more powerful "Gambit" attack. Actually, the LotRO Warden example would be interesting. You'd have 3 At-Will Powers (A melee weapon attack, a shield bash, and a shout) and your more powerful attacks (normally, Encounter and Dailies) require a specific combination of those three be executed. Like, the weapon attack->shield bask->shout = one power unlocked, but those in a different order would unlock another power. Not sure how it would translate from a pseudo-real-time fight to a turn-based fight (or from electronic to PnP). [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E is too balanced - options to replace all martial dailies?
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