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Can mundane classes have a resource which powers abilities?
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<blockquote data-quote="JamesonCourage" data-source="post: 6276951" data-attributes="member: 6668292"><p>I agree with this. In my RPG, everyone gets a certain amount of TP (technique points) to spend each round based on their base attack. So, somebody like a pure sage and many mages will have about 0-1 per round, while a high level warrior might have 7+ (up to around 13+/round if they're max level and really focused on it).</p><p></p><p>Things you can do with TP include: </p><ul> <li data-xf-list-type="ul">Knocking enemies back in addition to damaging them</li> <li data-xf-list-type="ul">Change out virtual feats on the fly to adjust to new situations (temporary combat feats)</li> <li data-xf-list-type="ul">Cause an opponent to bleed in addition to damaging them (losing HP over time)</li> <li data-xf-list-type="ul">Block incoming attacks with a shield (subtracting damage from an attack)</li> <li data-xf-list-type="ul">Negate certain maneuvers that take TP to use</li> <li data-xf-list-type="ul">Regain temporary hit points (a resource that most people have, especially warriors)</li> <li data-xf-list-type="ul">Gain a bonus to your next attack against an opponent when you miss that opponent</li> <li data-xf-list-type="ul">Make called shots with less of a penalty</li> <li data-xf-list-type="ul">Add extra damage to your attack</li> <li data-xf-list-type="ul">Reactively move when attacked, potentially negating the attack</li> <li data-xf-list-type="ul">Gain a bonus on combat maneuvers (trip, grapple, etc.)</li> <li data-xf-list-type="ul">Cause an enemy to move where you want them to when you attack them in addition to damaging them</li> <li data-xf-list-type="ul">Gain a second attack</li> <li data-xf-list-type="ul">Ground flying creatures in addition to damaging them</li> <li data-xf-list-type="ul">Deafen or blind creatures in addition to damaging them</li> <li data-xf-list-type="ul">Knock enemies down in addition to damaging them</li> <li data-xf-list-type="ul">Cause an enemy to become dying or dead</li> <li data-xf-list-type="ul">Gain bonuses on certain Martial Prowess checks, certain Tactics checks, or Heal checks involving wounds involving weapons, and can always take a 10</li> <li data-xf-list-type="ul">Paralyze enemies in addition to damaging them</li> <li data-xf-list-type="ul">When a creature moves away from you, you can follow them reactively</li> <li data-xf-list-type="ul">Negate flanking bonuses for opponents</li> <li data-xf-list-type="ul">Make many attacks with a ranged or melee attack against multiple opponents</li> <li data-xf-list-type="ul">Make extra 5 ft. steps (or shifts), letting you move around the battlefield easier than lesser skilled warriors</li> <li data-xf-list-type="ul">Cause enemies to become shaken or nauseated in addition to damaging them</li> <li data-xf-list-type="ul">Entangle enemies in addition to damaging them</li> <li data-xf-list-type="ul">Stagger, daze, or stun enemies in addition to damaging them</li> <li data-xf-list-type="ul">Fatigue or exhaust enemies in addition to damaging them</li> <li data-xf-list-type="ul">Cause an enemy to be flat-footed in addition to damaging them</li> <li data-xf-list-type="ul">Deal Strength, Dexterity, Constitution, or Intelligence damage to an enemy in addition to damaging them</li> </ul><p></p><p>This isn't factoring in:</p><ul> <li data-xf-list-type="ul">Weapon choice (melee or ranged, each weapon has unique traits, some are better against armor than others, etc.)</li> <li data-xf-list-type="ul">Armor choice (each armor has unique traits, trading damage reduction for increased speed and less check penalty, etc.)</li> <li data-xf-list-type="ul">Feats (bodyguard feats? reach weapon feats? damage feats? combat maneuver specialization? etc.)</li> <li data-xf-list-type="ul">Martial stance perks and maneuvers (Overpowering Stance? Cunning Stance? Analytical Stance? Lightning Strikes Stance? etc.)</li> <li data-xf-list-type="ul">HP to THP distribution (since everyone can spend THP on boosting certain things)</li> <li data-xf-list-type="ul">Etc.</li> </ul><p></p><p>Yeah, I agree. My solutions might be more complicated than what you want, but I don't mind having high level warriors attempt a Killing Strike every round (even though it's hard for mages to do the same). They should have awesome damage, amazing on-the-field abilities, and be hard to kill. I set out to make sure this was the case in my RPG by giving warriors a lot of options (technique points, stances, maneuvers, weapon and armor choices, feats, HP/THP, etc.).</p><p></p><p>Sure, you could just make a pretty straightforward beatstick (Overpowering stance, damage feats, all TP into Damaging Strike each round, etc.), but if you want a lot of options during a skirmish, you've got the tools at your disposal. You've also got skills, too, which will help outside of (and inside of) combat a ton (my skills chapter is longer than my magic chapter), and since everyone gets the same base number of skills, you aren't gimped there, either (though generalist mages will have a bigger bag of tricks, they won't be nearly as specialized at killing as the warrior is).</p><p></p><p>Anyway... just chiming in to say I agree. Let warriors be awesome, and do more than HP damage.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6276951, member: 6668292"] I agree with this. In my RPG, everyone gets a certain amount of TP (technique points) to spend each round based on their base attack. So, somebody like a pure sage and many mages will have about 0-1 per round, while a high level warrior might have 7+ (up to around 13+/round if they're max level and really focused on it). Things you can do with TP include: [LIST] [*]Knocking enemies back in addition to damaging them [*]Change out virtual feats on the fly to adjust to new situations (temporary combat feats) [*]Cause an opponent to bleed in addition to damaging them (losing HP over time) [*]Block incoming attacks with a shield (subtracting damage from an attack) [*]Negate certain maneuvers that take TP to use [*]Regain temporary hit points (a resource that most people have, especially warriors) [*]Gain a bonus to your next attack against an opponent when you miss that opponent [*]Make called shots with less of a penalty [*]Add extra damage to your attack [*]Reactively move when attacked, potentially negating the attack [*]Gain a bonus on combat maneuvers (trip, grapple, etc.) [*]Cause an enemy to move where you want them to when you attack them in addition to damaging them [*]Gain a second attack [*]Ground flying creatures in addition to damaging them [*]Deafen or blind creatures in addition to damaging them [*]Knock enemies down in addition to damaging them [*]Cause an enemy to become dying or dead [*]Gain bonuses on certain Martial Prowess checks, certain Tactics checks, or Heal checks involving wounds involving weapons, and can always take a 10 [*]Paralyze enemies in addition to damaging them [*]When a creature moves away from you, you can follow them reactively [*]Negate flanking bonuses for opponents [*]Make many attacks with a ranged or melee attack against multiple opponents [*]Make extra 5 ft. steps (or shifts), letting you move around the battlefield easier than lesser skilled warriors [*]Cause enemies to become shaken or nauseated in addition to damaging them [*]Entangle enemies in addition to damaging them [*]Stagger, daze, or stun enemies in addition to damaging them [*]Fatigue or exhaust enemies in addition to damaging them [*]Cause an enemy to be flat-footed in addition to damaging them [*]Deal Strength, Dexterity, Constitution, or Intelligence damage to an enemy in addition to damaging them [/LIST] This isn't factoring in: [LIST] [*]Weapon choice (melee or ranged, each weapon has unique traits, some are better against armor than others, etc.) [*]Armor choice (each armor has unique traits, trading damage reduction for increased speed and less check penalty, etc.) [*]Feats (bodyguard feats? reach weapon feats? damage feats? combat maneuver specialization? etc.) [*]Martial stance perks and maneuvers (Overpowering Stance? Cunning Stance? Analytical Stance? Lightning Strikes Stance? etc.) [*]HP to THP distribution (since everyone can spend THP on boosting certain things) [*]Etc. [/LIST] Yeah, I agree. My solutions might be more complicated than what you want, but I don't mind having high level warriors attempt a Killing Strike every round (even though it's hard for mages to do the same). They should have awesome damage, amazing on-the-field abilities, and be hard to kill. I set out to make sure this was the case in my RPG by giving warriors a lot of options (technique points, stances, maneuvers, weapon and armor choices, feats, HP/THP, etc.). Sure, you could just make a pretty straightforward beatstick (Overpowering stance, damage feats, all TP into Damaging Strike each round, etc.), but if you want a lot of options during a skirmish, you've got the tools at your disposal. You've also got skills, too, which will help outside of (and inside of) combat a ton (my skills chapter is longer than my magic chapter), and since everyone gets the same base number of skills, you aren't gimped there, either (though generalist mages will have a bigger bag of tricks, they won't be nearly as specialized at killing as the warrior is). Anyway... just chiming in to say I agree. Let warriors be awesome, and do more than HP damage. [/QUOTE]
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