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Chaosmancer Martial Brews
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<blockquote data-quote="Chaosmancer" data-source="post: 9049314" data-attributes="member: 6801228"><p><h3>Pushing Yourself and Jumping</h3><p>So, I’ve brought up a few times that I run a handful of… odd things. Quests is the official term I guess, but the idea is something like “Twitch plays DnD” where you have a singular PC going through the adventure. It was during one of these that I got frustrated once more with the movement rules, and decided to do something about it. </p><p></p><p>So, as you likely know, the way running away from someone in combat works is that it doesn’t. If you move 30 ft, it is incredibly likely the enemy moves 30 ft, and you end up back in the same position (relatively speaking) that you started in. If an enemy runs away and was 20 ft away when they started running, you are either guaranteed to catch them, or guaranteed that they will always be 20 ft away. This just… isn’t how this works narratively in any case. </p><p></p><p>So, my solution is incredibly rough, devised mid-stream but I think it works well enough to be put into further consideration for this martial business.</p><p></p><p><em><u>Pushing Yourself</u>: As a Free Action on your turn you may roll an Athletics (Str) or Athletics (Dex) to push beyond your normal limits. Consult the chart for results</em></p><p><em></em></p><p><em>10 to 15 -> No change in speed</em></p><p><em>15 to 20 -> +5 ft of speed for the turn</em></p><p><em>20 to 25 -> +10 ft of speed for the turn </em></p><p><em>Ect</em></p><p><em></em></p><p><em>If you roll a 1, 2 or 3 on the die or your total result is less than 10, you gain a level of exhaustion (using the OD&D exhaustion mechanic) until you can take a 5 minute breather (usually after combat has ended) </em></p><p><em></em></p><p><em>You can do this a number of times equal to you con mod for free, refreshing at the end of a fight or scene. After that, activating this ability automatically gives you a level of exhaustion. If you would reach 10 levels of exhaustion from pushing yourself, you collapse and are unable to move for 5 minutes, gaining a permanent level of exhaustion until you take a long rest. </em></p><p></p><p></p><p>So, does this help martials? I think so, it gives options for movement that didn’t otherwise exist. However, it is a general movement ability as I have conceived it. You could make a rule that martial characters get additional free uses, or that they get advantage on the check, to make this more powerful for them than for casters. </p><p></p><p>---</p><p></p><p>I’ve also looked into the Jumping Rules. Overall, the jumping rules suck, and there are a few reasons for that, I don’t like that they end up with odd jump amounts, and I actually did like the One DnD idea of having a jump action because of some things I’ve had players do in the past. Additionally, One DnD did a thing that opened some design space for me. They took away the Champion’s remarkable athlete. I had actually rewritten that ability before to include jumping into. So, if I synthesize everything, here is what I’m thinking about. </p><p></p><ul> <li data-xf-list-type="ul">Whenever you jump, if you do not move at least 10 ft before jumping, your distance is halved. </li> <li data-xf-list-type="ul">While moving, you can jump a 5 ft gap without an action, treating the area as difficult terrain</li> <li data-xf-list-type="ul">You may take an action to make either a long jump or a high jump, jumping in this manner does not use movement. Without rolling, a character may make a long jump of up to 10 ft. A DC 15 Athletics (STR) or Acrobatics (Dex) check constitutes a jump of 15 ft, DC 20 a 20 ft jump, ect. Without rolling, a character may make a high jump of up to 5 ft, a DC 15 constitutes a 10 ft high jump, a DC 20 constitutes a 15 ft high jump, ect. If both your hands are free, you may reach above you to a ledge that is (your height x 1.5) ft above your jump. IE If a 5 ft character makes a 10 ft jump, they can reach a ledge that is 17.5 ft above them.</li> </ul><p></p><p>Now, woah woah, before people get upset about nerfing, then you add part II</p><p></p><p>I’m thinking 5th level give Fighters, Rogues, Monks, Barbarians, Paladins, and Rangers the following ability (maybe with some class specific language or features) </p><p></p><p><em><u>Remarkable Physique:</u> Your training and dedication have made you a truly remarkable specimen of athleticism. When you jump, all jump distances are doubled. Additionally, you may long jump or high jump as a bonus action, instead of an action. </em></p><p></p><p>I also have a feat called Athlete, that has a few things in it. The important bits for jumping will actually need re-written, but I think I can have them say something like </p><p></p><p><em><u>Spring-Heeled:</u> You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. You can add your proficiency bonus to jumping checks one more time (note: phrasing is to allow stacking with expertise), and increase your high jump distance by 5 ft and your long jump distance by five times your proficiency bonus, after any modifiers. </em></p><p></p><p>Combine all this together? And you can have a level 17 martial who makes a normal, no check, jump of 50 ft. If they put their back into it? You could have a long jump of 80 ft. As a bonus action. While, at the same time, the wizard’s and other casters are going to be unable to make similar leaps without magic. </p><p></p><p></p><p><strong><u>Potential Problem</u></strong>: Bonus action Dashes. I know. The way that these rules end up stacking together, it becomes very likely that someone with the feat is going to be better off jumping than using a bonus action dash, and everyone is getting to bonus action jump when not everyone is getting to bonus action dash. I said it before, these rules are rough and I haven’t figured out all the interactions yet. </p><p></p><p>I could keep everything as action jumps. This would save the truly massive leaps for out of combat utility, and dashing would be best in combat. I’m not too worried of non-athlete feat using people being able to reliably jump 30 ft, because I have the pushing yourself rule. If you can reliably jump 30 ft, then you can reliably dash 35 ft. So it stays close. </p><p></p><p>You could also add more of the exhaustion style fails to the jumps, I didn’t because normally failing a jump involves falling and taking damage. Which seemed punishment enough for me. </p><p></p><p>Overall, I was more concerned with showing a framework for increasing the jumps of martials, while keeping casters from accessing truly athletic jumps, than I was the precise numbers. If people have better numbers, I could see myself utilizing those numbers. </p><p></p><p>One thing I LIKE about these various rules, is that they have the potential to assist in making for more dynamic battlefields. A martial being able to cover a hundred feet in a turn means that they have some mobility potential in BIG maps that can reduce the supremacy of ranged options.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9049314, member: 6801228"] [HEADING=2]Pushing Yourself and Jumping[/HEADING] So, I’ve brought up a few times that I run a handful of… odd things. Quests is the official term I guess, but the idea is something like “Twitch plays DnD” where you have a singular PC going through the adventure. It was during one of these that I got frustrated once more with the movement rules, and decided to do something about it. So, as you likely know, the way running away from someone in combat works is that it doesn’t. If you move 30 ft, it is incredibly likely the enemy moves 30 ft, and you end up back in the same position (relatively speaking) that you started in. If an enemy runs away and was 20 ft away when they started running, you are either guaranteed to catch them, or guaranteed that they will always be 20 ft away. This just… isn’t how this works narratively in any case. So, my solution is incredibly rough, devised mid-stream but I think it works well enough to be put into further consideration for this martial business. [I][U]Pushing Yourself[/U]: As a Free Action on your turn you may roll an Athletics (Str) or Athletics (Dex) to push beyond your normal limits. Consult the chart for results 10 to 15 -> No change in speed 15 to 20 -> +5 ft of speed for the turn 20 to 25 -> +10 ft of speed for the turn Ect If you roll a 1, 2 or 3 on the die or your total result is less than 10, you gain a level of exhaustion (using the OD&D exhaustion mechanic) until you can take a 5 minute breather (usually after combat has ended) You can do this a number of times equal to you con mod for free, refreshing at the end of a fight or scene. After that, activating this ability automatically gives you a level of exhaustion. If you would reach 10 levels of exhaustion from pushing yourself, you collapse and are unable to move for 5 minutes, gaining a permanent level of exhaustion until you take a long rest. [/I] So, does this help martials? I think so, it gives options for movement that didn’t otherwise exist. However, it is a general movement ability as I have conceived it. You could make a rule that martial characters get additional free uses, or that they get advantage on the check, to make this more powerful for them than for casters. --- I’ve also looked into the Jumping Rules. Overall, the jumping rules suck, and there are a few reasons for that, I don’t like that they end up with odd jump amounts, and I actually did like the One DnD idea of having a jump action because of some things I’ve had players do in the past. Additionally, One DnD did a thing that opened some design space for me. They took away the Champion’s remarkable athlete. I had actually rewritten that ability before to include jumping into. So, if I synthesize everything, here is what I’m thinking about. [LIST] [*]Whenever you jump, if you do not move at least 10 ft before jumping, your distance is halved. [*]While moving, you can jump a 5 ft gap without an action, treating the area as difficult terrain [*]You may take an action to make either a long jump or a high jump, jumping in this manner does not use movement. Without rolling, a character may make a long jump of up to 10 ft. A DC 15 Athletics (STR) or Acrobatics (Dex) check constitutes a jump of 15 ft, DC 20 a 20 ft jump, ect. Without rolling, a character may make a high jump of up to 5 ft, a DC 15 constitutes a 10 ft high jump, a DC 20 constitutes a 15 ft high jump, ect. If both your hands are free, you may reach above you to a ledge that is (your height x 1.5) ft above your jump. IE If a 5 ft character makes a 10 ft jump, they can reach a ledge that is 17.5 ft above them. [/LIST] Now, woah woah, before people get upset about nerfing, then you add part II I’m thinking 5th level give Fighters, Rogues, Monks, Barbarians, Paladins, and Rangers the following ability (maybe with some class specific language or features) [I][U]Remarkable Physique:[/U] Your training and dedication have made you a truly remarkable specimen of athleticism. When you jump, all jump distances are doubled. Additionally, you may long jump or high jump as a bonus action, instead of an action. [/I] I also have a feat called Athlete, that has a few things in it. The important bits for jumping will actually need re-written, but I think I can have them say something like [I][U]Spring-Heeled:[/U] You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. You can add your proficiency bonus to jumping checks one more time (note: phrasing is to allow stacking with expertise), and increase your high jump distance by 5 ft and your long jump distance by five times your proficiency bonus, after any modifiers. [/I] Combine all this together? And you can have a level 17 martial who makes a normal, no check, jump of 50 ft. If they put their back into it? You could have a long jump of 80 ft. As a bonus action. While, at the same time, the wizard’s and other casters are going to be unable to make similar leaps without magic. [B][U]Potential Problem[/U][/B]: Bonus action Dashes. I know. The way that these rules end up stacking together, it becomes very likely that someone with the feat is going to be better off jumping than using a bonus action dash, and everyone is getting to bonus action jump when not everyone is getting to bonus action dash. I said it before, these rules are rough and I haven’t figured out all the interactions yet. I could keep everything as action jumps. This would save the truly massive leaps for out of combat utility, and dashing would be best in combat. I’m not too worried of non-athlete feat using people being able to reliably jump 30 ft, because I have the pushing yourself rule. If you can reliably jump 30 ft, then you can reliably dash 35 ft. So it stays close. You could also add more of the exhaustion style fails to the jumps, I didn’t because normally failing a jump involves falling and taking damage. Which seemed punishment enough for me. Overall, I was more concerned with showing a framework for increasing the jumps of martials, while keeping casters from accessing truly athletic jumps, than I was the precise numbers. If people have better numbers, I could see myself utilizing those numbers. One thing I LIKE about these various rules, is that they have the potential to assist in making for more dynamic battlefields. A martial being able to cover a hundred feet in a turn means that they have some mobility potential in BIG maps that can reduce the supremacy of ranged options. [/QUOTE]
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