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General Tabletop Discussion
*Dungeons & Dragons
Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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<blockquote data-quote="Don Durito" data-source="post: 7828536" data-attributes="member: 6687260"><p>Are you familiar with Dungeon Crawl Classic's Deed Die? That's a simple and elegant mechanic that allows Fighters to attempt things at will.</p><p></p><p>DCC is pretty rules light - but I don't, in principle see why you couldn't attach it to something like 4E's combat engine with its much more specific and grounded list of conditions. Attempting a push would be relatively simple, a daze more difficult, and a stun unlikely.</p><p></p><p>There's way's you could build on that. For example if the situation is particularly appropriate you could have advantage on the Deed Die for some stunts. For example, if your standing further up a slope than your opponent than pushing him should be easier - so roll 2 deed die and take the highest result. If you want to shove two opponents you just need a higher target number.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7828536, member: 6687260"] Are you familiar with Dungeon Crawl Classic's Deed Die? That's a simple and elegant mechanic that allows Fighters to attempt things at will. DCC is pretty rules light - but I don't, in principle see why you couldn't attach it to something like 4E's combat engine with its much more specific and grounded list of conditions. Attempting a push would be relatively simple, a daze more difficult, and a stun unlikely. There's way's you could build on that. For example if the situation is particularly appropriate you could have advantage on the Deed Die for some stunts. For example, if your standing further up a slope than your opponent than pushing him should be easier - so roll 2 deed die and take the highest result. If you want to shove two opponents you just need a higher target number. [/QUOTE]
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Compelling and Differentiated Gameplay For Spellcasters and Martial Classes
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