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[Combat] Manoeuvres
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<blockquote data-quote="SKyOdin" data-source="post: 5957649" data-attributes="member: 57939"><p>I think the approach of having some basic tricks that anyone can use, and then using themes and class abilities to upgrade those tricks, is a fundamentally flawed and all-around terrible approach. Most notably, it encourages one-trick pony fighter builds that do nothing but spam their one good trick all day long (i.e. the trip master who does nothing but trip every enemy he sees, since he can't do anything else), who subsequently get hosed when they run into any of a slew of enemies their trick doesn't work against, and who still are generally sub-par compared to other characters with more versatile class features. That isn't a very fun class to play in my opinion.</p><p></p><p>Such a system is really hard to balance. If the basic versions of the maneuvers are too weak, they are traps for players to walk into. If basic versions are actually viable to use, the upgraded versions become so strong that the fighter's best option is to spam them with every attack, which leads to the situation out-lined above.</p><p></p><p>Furthermore, an approach that combines basic maneuvers, talents, and class features is a very messy, inelegant system that requires cross-checking and memorizing rules from various different sources just to use one ability, and could lead to unwanted rules bloat.</p><p></p><p>Finally, I just don't think any of these maneuvers you suggested sound fun to use, particular compared to alternative systems. Where is the ability to attack multiple enemies at once, knock an enemy senseless for a few rounds, or leave an enemy bleeding badly? The number of effects you give are very limited in breadth (most of them are designed to at best hinder an enemy) and effect (most only work until the enemy recovers on their turn).</p><p></p><p></p><p>Any good maneuver system is going to need four fundamental qualities:</p><p>1) It encourages the player to use a variety of different maneuvers in one fight.</p><p>2) The maneuvers must be simple to use in play and otherwise not require cross-referencing multiple sources.</p><p>3) The maneuvers must give the Fighter options to keep up with the versatility of other classes.</p><p>4) The maneuvers must be cool and fun.</p><p></p><p>To be honest, I don't think your system satisfies any of these qualities.</p></blockquote><p></p>
[QUOTE="SKyOdin, post: 5957649, member: 57939"] I think the approach of having some basic tricks that anyone can use, and then using themes and class abilities to upgrade those tricks, is a fundamentally flawed and all-around terrible approach. Most notably, it encourages one-trick pony fighter builds that do nothing but spam their one good trick all day long (i.e. the trip master who does nothing but trip every enemy he sees, since he can't do anything else), who subsequently get hosed when they run into any of a slew of enemies their trick doesn't work against, and who still are generally sub-par compared to other characters with more versatile class features. That isn't a very fun class to play in my opinion. Such a system is really hard to balance. If the basic versions of the maneuvers are too weak, they are traps for players to walk into. If basic versions are actually viable to use, the upgraded versions become so strong that the fighter's best option is to spam them with every attack, which leads to the situation out-lined above. Furthermore, an approach that combines basic maneuvers, talents, and class features is a very messy, inelegant system that requires cross-checking and memorizing rules from various different sources just to use one ability, and could lead to unwanted rules bloat. Finally, I just don't think any of these maneuvers you suggested sound fun to use, particular compared to alternative systems. Where is the ability to attack multiple enemies at once, knock an enemy senseless for a few rounds, or leave an enemy bleeding badly? The number of effects you give are very limited in breadth (most of them are designed to at best hinder an enemy) and effect (most only work until the enemy recovers on their turn). Any good maneuver system is going to need four fundamental qualities: 1) It encourages the player to use a variety of different maneuvers in one fight. 2) The maneuvers must be simple to use in play and otherwise not require cross-referencing multiple sources. 3) The maneuvers must give the Fighter options to keep up with the versatility of other classes. 4) The maneuvers must be cool and fun. To be honest, I don't think your system satisfies any of these qualities. [/QUOTE]
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