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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: 7828583" data-attributes="member: 6687260"><p>Ok. Thinking on it further. Here's one very simple way you can do this.</p><p></p><p>Steal the escalation die from 13th Age. In 13th Age the escalation die is a big die that you place on the table. In round 2 of any combat it starts at 1 and then every round after it goes up by 1. In 13th Age all PCs add it to their attack roll - but lets put that aside for now (In any case it's true genius is on the GM side in monster design).</p><p></p><p>Now you use the Deed die from DCC that I mentioned earlier. Lets assume that we're using 5E's maths and the deed die is equivalent to the proficiency Die variant from the 5e DMG. So a 1st level fighter has deed die of D4 (for prof. 2). If they roll at least a 4 they get to do a basic stunt (perhaps a push - this thing needs to scale all the way to a D12 - so it gets a little bit difficult at the beginning to pull off stunts).</p><p></p><p>So if the D4 has to roll a 4 to shove someone or knock them prone than a 1st level character has only a small chance to do it. And if you gate some off the stunts until higher level (Say you need to roll a 6 or even a 9) then they appear impossible to do until the proficiency die increases.</p><p></p><p>But this is where you use the escalation die. You say the Fighter gets to add the escalation die to their proficiency die to determine if they reach the target number to do a stunt. So the longer the fight goes on the more likely the Fighter is to pull off stunts and the more powerful the stunts the Fighter can pull off.</p><p></p><p>Then for the really big important fights you start the escalation die off at a higher number.</p><p></p><p>The escalation die represents both a mix of the Fighter's adrenalin and their ability to read and learn their opponents and respond accordingly over the course of a combat.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7828583, member: 6687260"] Ok. Thinking on it further. Here's one very simple way you can do this. Steal the escalation die from 13th Age. In 13th Age the escalation die is a big die that you place on the table. In round 2 of any combat it starts at 1 and then every round after it goes up by 1. In 13th Age all PCs add it to their attack roll - but lets put that aside for now (In any case it's true genius is on the GM side in monster design). Now you use the Deed die from DCC that I mentioned earlier. Lets assume that we're using 5E's maths and the deed die is equivalent to the proficiency Die variant from the 5e DMG. So a 1st level fighter has deed die of D4 (for prof. 2). If they roll at least a 4 they get to do a basic stunt (perhaps a push - this thing needs to scale all the way to a D12 - so it gets a little bit difficult at the beginning to pull off stunts). So if the D4 has to roll a 4 to shove someone or knock them prone than a 1st level character has only a small chance to do it. And if you gate some off the stunts until higher level (Say you need to roll a 6 or even a 9) then they appear impossible to do until the proficiency die increases. But this is where you use the escalation die. You say the Fighter gets to add the escalation die to their proficiency die to determine if they reach the target number to do a stunt. So the longer the fight goes on the more likely the Fighter is to pull off stunts and the more powerful the stunts the Fighter can pull off. Then for the really big important fights you start the escalation die off at a higher number. The escalation die represents both a mix of the Fighter's adrenalin and their ability to read and learn their opponents and respond accordingly over the course of a combat. [/QUOTE]
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