Mustrum_Ridcully
Legend
This is the outline of an idea for alternative way to track combat powers instead of the encounter/daily power system.
Also posted on my blog.
Also posted on my blog.
blog said:There are other ways to use the basic idea of skill challenges. Here's another one...
INTRODUCTION
Several people have trouble accepting the new power system of D&D 4. They prefer a more simulationist or immersive approach where character and player perspective are not so distinct.
I like the new approach simply because it guarantees the play experience it wants to achieve, instead of trying to hide the game effects by complex rules. But it means that you directly "see" at the bare bones of the system and it's harder to pretend its not there.
INFLUENCES
My previous post on skill challenges or compensatory challenges were one influence for my ideas here. Another influence is Iron Heroes Token gaining system, and yet another the Tactical Feats of D&D 3.5.
THOUGHTS ALONG THE WAY
There were a few other ideas that I had when I created the Combat Challenges, but I think I will reserve this for another post.
IDEA
So, the idea is we want to replicate the feel of characters using special maneuvers, but we don't want them to perform them all the time, because that becomes either boring or too powerful.
So, my idea was to use a skill challenge like mechanic to "qualify" for powers. Each attack roll is essentially a check of the challenge, and if you succeed the challenge, you can use the encoutner. In game, each success represents your ability to get your enemies into positions more advantagous to you, pump up your adrenaline, learn something about your foe and similar stuff.
COMBAT CHALLENGEs
A Combat Challenge allows you to perform an Encounter or Daily power you know, and is somewhat similar to a skill challenge, but it relies on attacks instead of skills and the DCs are based on your opponents.
Each successful standard attack you make causes as a success in a combat challenge, and each failed attack as a failure. You can gain only one success or failure per round.
To use an encounter power you need two successes and no more then one failure.
To use a daily power, you need four successes and no more then two failures.
Note down each round whether you had a success or a failure. Note success and failures seperately for encounter and daily powers.
If you have accrued enough successes, you can at any point after that time use one encounter power.
If you have to much failures for the encounter or daily combat challenge, start counting again. Once you have qualified for any such power, reset all your success and failure encounters, and note down that you have qualified to use a power until you have used it.
If you use a reliable power and fail the attack, you can continue to use it.
Recharge Powers work similar to encounter powers, but each time the creature rolls a succesful recharge, it gains one extra success it can only use for that power.
Variations
You can spend an action point to negate a failure.
You can spend an action point on an attack to gain an automatic success.
You can decide for any attack not to be part of the challenge (but you can't spend an action point to gain a success then.)
The default assumption is that each standard attack counts for the challenge, and you can chose any encounter or daily power.
You could further resrict the ability to say that the player has to declare which encounter or daily he wants to perform.
You could restrict the allowable attacks to basic attacks only, or at-will powers only, or expand them to also cover immedate attacks and opportunity attacs.
You could also say that you must designate the opponent for each challenge you perform, and even track challenges seperately for each opponent.
Disadvantages
This system doesn't ensure that people won't always go for the same powers.
I don't know if it would actually be balanced, or if some things have to become harder (dailies?)
The system requires a lot more book-keeping. (I think that is one of the reasons why power point or token systems were eventually not used for 4E.)
The system does not utility powers in this form.
The system also greatly limits the control over the use of powers, hinging it all on your luck with the dice. What might be missing is the ability to make a decisive attack when needed - you have to hope it works out and you get your daily effect when you need it. This can be very important for dailies that affect the entire encounter.
The system looks fine for martial abilities, but how does it stand for magical abilites? Does the fluff still work? I suppose each succesful attack against an opponent could represent you manipulating divine or arcana mana to "weave" your magic around the targets or in the area, and if you have have affected enough mana, you can create particularly strong effects.