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"Charge Up" Mechanic: A problem for D&D
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<blockquote data-quote="Sunseeker" data-source="post: 6945798"><p>The problem is that you would need to emphasize <em>longer</em> and <em>larger</em> fights, which 5E explicitly does <strong>not</strong>. My thoughts would be to take from JRPGs and go with "stages". Every time you reach a "stage" your power is saved until you take a long rest, but the higher stage you reach, the more interesting effects your "Big Red Button" attack had. That attack burns <em>all</em> your power, so I don't see an issue with saving up power over the course of the adventuring day, it would be the same as encouraging players <em>not</em> to nova. That would also solve the problem of needing longer and larger fights.</p><p></p><p>Lets take from the WoW rage system to do something like:</p><p>Rage Fighter: The more this class fights, the more dangerous it becomes.</p><p>Each time the Rage Fighter hits with an attack, they generate 1 Rage, if they crit, they get 2 points.</p><p>At 10(or whatever number balances) Rage they may use Special Attack which does *effect*. For each 10 Rage above 10 spent on Special Attack the Rage Fighter may have Special Attack do one additional effect such as: Shove your target 5 feet (+5 for each 10 Rage spent on this effect); Cleave deal the same damage to +1 enemy per 10 Rage points spent, (if you would have hit their AC as well); Knockdown, (+2 to the DC for each 10 points spent); Bonus Damage +1 damage die for each 10 points spent; etc....</p><p>The Rage Fighter has a list of Special Attacks to choose from, much like the Battlemaster, however the Rage Fighter's Special Attacks focus on offense.</p><p>Blind Rage: the Rage Fighter may discount the cost of one Special Attack by 10 points, by taking a -2 to their AC until their next short rest. 1/short rest.</p><p>Endless Rage: The Rage Fighter may discount the cost of his next attack by 100 rage, but takes a -5 to AC until they take a long rest and gains 2 points of Exhaustion after the attack. 1/long rest.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6945798"] The problem is that you would need to emphasize [I]longer[/I] and [I]larger[/I] fights, which 5E explicitly does [B]not[/B]. My thoughts would be to take from JRPGs and go with "stages". Every time you reach a "stage" your power is saved until you take a long rest, but the higher stage you reach, the more interesting effects your "Big Red Button" attack had. That attack burns [I]all[/I] your power, so I don't see an issue with saving up power over the course of the adventuring day, it would be the same as encouraging players [I]not[/I] to nova. That would also solve the problem of needing longer and larger fights. Lets take from the WoW rage system to do something like: Rage Fighter: The more this class fights, the more dangerous it becomes. Each time the Rage Fighter hits with an attack, they generate 1 Rage, if they crit, they get 2 points. At 10(or whatever number balances) Rage they may use Special Attack which does *effect*. For each 10 Rage above 10 spent on Special Attack the Rage Fighter may have Special Attack do one additional effect such as: Shove your target 5 feet (+5 for each 10 Rage spent on this effect); Cleave deal the same damage to +1 enemy per 10 Rage points spent, (if you would have hit their AC as well); Knockdown, (+2 to the DC for each 10 points spent); Bonus Damage +1 damage die for each 10 points spent; etc.... The Rage Fighter has a list of Special Attacks to choose from, much like the Battlemaster, however the Rage Fighter's Special Attacks focus on offense. Blind Rage: the Rage Fighter may discount the cost of one Special Attack by 10 points, by taking a -2 to their AC until their next short rest. 1/short rest. Endless Rage: The Rage Fighter may discount the cost of his next attack by 100 rage, but takes a -5 to AC until they take a long rest and gains 2 points of Exhaustion after the attack. 1/long rest. [/QUOTE]
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