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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="Undrave" data-source="post: 7828614" data-attributes="member: 7015698"><p>So this is tengential, but you'll see where I'm going, for a while I was trying to concieve a Super Sentai inspired cooperative deck builder game. You'd be all playing different heros that would build up over time using 'Character Development' to face a deck of villain. </p><p></p><p>The mechanics aren't super important but the basis of the combat system evolves around chaining attacks with your allies. You'd place down cards in a row, in front of the villain card to defeat, representing moves that used your bare hand, sword or gun use and these moves would be resolved from the end of the line going toward the villain card. Each card would have had conditional boosts that depended on what action (and who performed it) placed before it in the row and would, in turn, have a conditional boost to the NEXT action based on what it was. The whole point was to chain these moves in a way that the total attack power would overcome the villain's own.</p><p></p><p>So there's a way to play up your Martial's moves in a cooperative fashion. Have moves with a few more keywords to hang some levers. </p><p></p><p><strong>So idea #1: Your moves are At-Will, but you'll still want to manipulate circumstances because they become much more powerful if the situation is matches specific conditions. </strong></p><p></p><p>Another Super Sentai (and affiliated Monster of the Week genre) concept I had, this time for a RPG, was to focus on the idea that your Big Finisher Move is powerful, but extremelly inaccurate and leaves you open to retaliation, so what you want to do is inflict enough damage quickly to effectively STUN, or STAGGER, the enemy to make them easier to hit with your Big Finisher Move. Basically, yeah you can bust out the giant team canon that combines all your weapons at ANY time. But it's super obvious and if the enemy can still act at full capacity, they'll slap the blast away and then strike you at your most vulnerable. Another good example of that is, funnily enough, in Pokémon. Solarbeam is a powerful attack that needs a turn to charge, while Hyper Beam (and it's physical cousin Giga Impact and their extanded elemental family) leaves you unable to act for a full turn after using it. If any of those were to miss, it would be devastating.</p><p><strong></strong></p><p><strong>So idea #2: Your moves are At-Will, but using them recklessly is dangerous. You need to line up conditions to use them safely.</strong></p><p></p><p>How are those ideas?</p></blockquote><p></p>
[QUOTE="Undrave, post: 7828614, member: 7015698"] So this is tengential, but you'll see where I'm going, for a while I was trying to concieve a Super Sentai inspired cooperative deck builder game. You'd be all playing different heros that would build up over time using 'Character Development' to face a deck of villain. The mechanics aren't super important but the basis of the combat system evolves around chaining attacks with your allies. You'd place down cards in a row, in front of the villain card to defeat, representing moves that used your bare hand, sword or gun use and these moves would be resolved from the end of the line going toward the villain card. Each card would have had conditional boosts that depended on what action (and who performed it) placed before it in the row and would, in turn, have a conditional boost to the NEXT action based on what it was. The whole point was to chain these moves in a way that the total attack power would overcome the villain's own. So there's a way to play up your Martial's moves in a cooperative fashion. Have moves with a few more keywords to hang some levers. [B]So idea #1: Your moves are At-Will, but you'll still want to manipulate circumstances because they become much more powerful if the situation is matches specific conditions. [/B] Another Super Sentai (and affiliated Monster of the Week genre) concept I had, this time for a RPG, was to focus on the idea that your Big Finisher Move is powerful, but extremelly inaccurate and leaves you open to retaliation, so what you want to do is inflict enough damage quickly to effectively STUN, or STAGGER, the enemy to make them easier to hit with your Big Finisher Move. Basically, yeah you can bust out the giant team canon that combines all your weapons at ANY time. But it's super obvious and if the enemy can still act at full capacity, they'll slap the blast away and then strike you at your most vulnerable. Another good example of that is, funnily enough, in Pokémon. Solarbeam is a powerful attack that needs a turn to charge, while Hyper Beam (and it's physical cousin Giga Impact and their extanded elemental family) leaves you unable to act for a full turn after using it. If any of those were to miss, it would be devastating. [B] So idea #2: Your moves are At-Will, but using them recklessly is dangerous. You need to line up conditions to use them safely.[/B] How are those ideas?[B][/B] [/QUOTE]
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