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General Tabletop Discussion
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Combat Superiority and Damage/HP bloat
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<blockquote data-quote="Li Shenron" data-source="post: 6003323" data-attributes="member: 1465"><p>I'm not sure if the first part was ironic, given the second part of your post.</p><p></p><p>Anyway, I think <strong>none</strong> of the fighter maneuvers should be available to others, exactly because <em>you can</em> parry, shift, trip, push (not purely in RP terms, but also mechanically) without using the manoeuvers.</p><p></p><p>Not all these actions are there yet, but e.g. the narrative combat module will introduce ways to do these on a bonus/malus basis (for example give up some damage in exchange for tripping) and these will be available <em>to all characters</em> without even needing to "spend" something.</p><p></p><p>Then there are feats, most of which are combat related so far, which give you "special abilities" with a net benefit, but cost something (a feat, that is) so you <em>invest</em> in them. Still, they are available to every class. You can have a feat that lets you trip for a net benefit instead of for a trade-off like the maneuver from the narrative combat module.</p><p></p><p>Finally there is a tripping ability from the Fighter's fighting styles. That ability is supposed to be superior to even the feat, in fact these maneuver tend to be totally additional effects, you don't even need to give up anything in a trade off, not even your own action. You <em>add</em> tripping to your attack, while everybody else <em>replaces</em> a normal attack with a trip action.</p><p></p><p>This is the perfect ground for designing a <strong>Fighter</strong> that finally is attractive as a single class because she gets something unique, without preventing anybody else to attempt a similar effect, just not in addition.</p><p></p><p>If the Ranger or Barbarian isn't happy enough to be able to trip in exchange to some cost (either the occasional cost of a penalty or giving up an action [narrative combat module) or the permanent cost of spending a feat), but pretends access to a Fighter's own schtik... then <em>multiclass</em> into Fighter! There will be at least 3 ways to trip, what else do they want?</p><p></p><p></p><p></p><p>I think it might not be an issue at all. CS is used on a round basis, i.e. you use all your expertise dice in the course of one round, turn-to-turn (you can save them up for reactions before your next turn). </p><p></p><p>Thus presumably if you have 2 attacks at a higher level, you still have the same expertise dice, and you split them up as you wish. Maybe sometimes you want to spend all exp.dice on the first attack, and other times you spread them over multiple attacks.</p><p></p><p>Note that currently the CS mechanic is quite generous, in the sense that you can choose to apply an exp.dice <em>after</em> knowing the result of the attack [this might change later, but IMHO it's how it currently reads]</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6003323, member: 1465"] I'm not sure if the first part was ironic, given the second part of your post. Anyway, I think [B]none[/B] of the fighter maneuvers should be available to others, exactly because [I]you can[/I] parry, shift, trip, push (not purely in RP terms, but also mechanically) without using the manoeuvers. Not all these actions are there yet, but e.g. the narrative combat module will introduce ways to do these on a bonus/malus basis (for example give up some damage in exchange for tripping) and these will be available [I]to all characters[/I] without even needing to "spend" something. Then there are feats, most of which are combat related so far, which give you "special abilities" with a net benefit, but cost something (a feat, that is) so you [I]invest[/I] in them. Still, they are available to every class. You can have a feat that lets you trip for a net benefit instead of for a trade-off like the maneuver from the narrative combat module. Finally there is a tripping ability from the Fighter's fighting styles. That ability is supposed to be superior to even the feat, in fact these maneuver tend to be totally additional effects, you don't even need to give up anything in a trade off, not even your own action. You [I]add[/I] tripping to your attack, while everybody else [I]replaces[/I] a normal attack with a trip action. This is the perfect ground for designing a [B]Fighter[/B] that finally is attractive as a single class because she gets something unique, without preventing anybody else to attempt a similar effect, just not in addition. If the Ranger or Barbarian isn't happy enough to be able to trip in exchange to some cost (either the occasional cost of a penalty or giving up an action [narrative combat module) or the permanent cost of spending a feat), but pretends access to a Fighter's own schtik... then [I]multiclass[/I] into Fighter! There will be at least 3 ways to trip, what else do they want? I think it might not be an issue at all. CS is used on a round basis, i.e. you use all your expertise dice in the course of one round, turn-to-turn (you can save them up for reactions before your next turn). Thus presumably if you have 2 attacks at a higher level, you still have the same expertise dice, and you split them up as you wish. Maybe sometimes you want to spend all exp.dice on the first attack, and other times you spread them over multiple attacks. Note that currently the CS mechanic is quite generous, in the sense that you can choose to apply an exp.dice [I]after[/I] knowing the result of the attack [this might change later, but IMHO it's how it currently reads] [/QUOTE]
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