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<blockquote data-quote="Stormonu" data-source="post: 6035750" data-attributes="member: 52734"><p>Previously, I was very much against the idea of giving CS dice or its equivilant to any othe class. However, as I have been contemplating how I would do my own "ultimate" edition of D&D, I found myself contemplating unifying abilities - such as spell damage, and found the idea of using dice to "pay" for activating abilities intriguing.</p><p></p><p>The basic idea is that each class gains a "class die" - at this time, I'm thinking an extra die every other level or so.</p><p></p><p>Fighter; can spend die for extra damage or combat manuevers</p><p>Cleric; can spend die for healing or spells</p><p>Rogue; can spend die for sneak attack or skill stunts</p><p>Wizard; can spend die for spells</p><p></p><p>Combat Manuevers: This covers actions in combat from tripping, disarming, sundering, parrying, ripostes, overbearing, etc. Cost varies based on action. If you wish to "sustain" an effect, you simply expend a die in subsequent rounds (opponent may get a save to negate).</p><p></p><p>Spells (non-damage): You expend a number of dice equal to the spell level to cast the spell. If you want to sustain the spell, you simply expend a die in subsequent rounds (opponent may get a save). If you want to have a round-based tracking maximum, you can put as many sustain dice as you want towards duration; start the dice at the highest number and count one die down one numer each round. When all the sustain dice are '1', the spell ends (you could then have abilities or effects that reroll the duration dice to extend/shorten the spell or even roll the duration randomly at the outset).</p><p></p><p>Note: sustain dice also work nicely to inhibit mass buffing. You can throw more powerful no-duration spells, but the more spells you're trying to keep running at one time, the harder it becomes to throw more or powerful spells.</p><p></p><p>Spells (damage): Expend a number of dice equal to the dice of damage you want it to cause. You will need to expend extra dice to make it affect more than 1 target or an area (say, an X by X area or X targets, where X is a roll of the die). Normally, a damage-based spell wouldn't have a duration, but you could concievably set aside dice to sustain the spell (and perhaps roll the sustain dice as the damage per round).</p><p></p><p>Skill Stunts: Expend the die to gain a reroll on a skill check or roll with the initial check and add to the total. Some special uses of a skill might cost a certain number of dice - for example, using Tumble to avoid an Opportunity attack may cost 1-2 dice.</p><p></p><p></p><p>Perhaps the best thing about this is when you factor in multiclassing. You have a single dice pool, and you can then expend it on the abilities you want, when you want.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6035750, member: 52734"] Previously, I was very much against the idea of giving CS dice or its equivilant to any othe class. However, as I have been contemplating how I would do my own "ultimate" edition of D&D, I found myself contemplating unifying abilities - such as spell damage, and found the idea of using dice to "pay" for activating abilities intriguing. The basic idea is that each class gains a "class die" - at this time, I'm thinking an extra die every other level or so. Fighter; can spend die for extra damage or combat manuevers Cleric; can spend die for healing or spells Rogue; can spend die for sneak attack or skill stunts Wizard; can spend die for spells Combat Manuevers: This covers actions in combat from tripping, disarming, sundering, parrying, ripostes, overbearing, etc. Cost varies based on action. If you wish to "sustain" an effect, you simply expend a die in subsequent rounds (opponent may get a save to negate). Spells (non-damage): You expend a number of dice equal to the spell level to cast the spell. If you want to sustain the spell, you simply expend a die in subsequent rounds (opponent may get a save). If you want to have a round-based tracking maximum, you can put as many sustain dice as you want towards duration; start the dice at the highest number and count one die down one numer each round. When all the sustain dice are '1', the spell ends (you could then have abilities or effects that reroll the duration dice to extend/shorten the spell or even roll the duration randomly at the outset). Note: sustain dice also work nicely to inhibit mass buffing. You can throw more powerful no-duration spells, but the more spells you're trying to keep running at one time, the harder it becomes to throw more or powerful spells. Spells (damage): Expend a number of dice equal to the dice of damage you want it to cause. You will need to expend extra dice to make it affect more than 1 target or an area (say, an X by X area or X targets, where X is a roll of the die). Normally, a damage-based spell wouldn't have a duration, but you could concievably set aside dice to sustain the spell (and perhaps roll the sustain dice as the damage per round). Skill Stunts: Expend the die to gain a reroll on a skill check or roll with the initial check and add to the total. Some special uses of a skill might cost a certain number of dice - for example, using Tumble to avoid an Opportunity attack may cost 1-2 dice. Perhaps the best thing about this is when you factor in multiclassing. You have a single dice pool, and you can then expend it on the abilities you want, when you want. [/QUOTE]
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