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D&D 6th edition - What do you want to see?
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<blockquote data-quote="Blue" data-source="post: 7791440" data-attributes="member: 20564"><p>I have a different feel on this.</p><p></p><p>I don't want to see the same manuever time after time after time. It's boring. But by the same reason, the idea of "why can I only riposte three times a short rest" makes little sense. </p><p></p><p>Personally, in a homebrew I'm playing with the idea that at the beginning of each round a die is rolled to indicate "opportunities" that round. And each character that has special features as maked each with one or more numbers from 1-12 (or whatever the die size is). So this round may be a "6", which is no special abilities for Brandar the Barbarian, an opponent leaving themselves open to beign tripped for Fredik the Fighter, and an ability to stab in the vitals for Relin the Rogue. Of course, Relin has that ability on four different numbers out of the 12, and Brandar has 8 different feats of fury on his opportunity list, just none happened to be on a 6. </p><p></p><p>My biggest problem is getting in the way of player creativity. If there's sand on the floor, can they scoop it up to try to temporarily blind at any time, or do I have a die number for environment - i.e. the time when everything comes together to do so. But there's other parts of player creativity that aren't so easily dependant on external factors. The second biggest is if I do it for monsters they all do the same thing at the same time which is odd, but lots of rolls is slowing, etc.</p><p></p><p>Getting back to uses per X - resource management doesn't always make the most narrative sense, but it can work from a gamist point of view as a balance. Because if you can do something all the time it can't be better then any other option otherwise it will always displace those lesser options. Having some ability to go above and beyond is good for the game, and there needs to be a way to manage it that doesn't get in the way. I'm open for other things, but I am for characters having more powerful but use-restricted abilities.</p></blockquote><p></p>
[QUOTE="Blue, post: 7791440, member: 20564"] I have a different feel on this. I don't want to see the same manuever time after time after time. It's boring. But by the same reason, the idea of "why can I only riposte three times a short rest" makes little sense. Personally, in a homebrew I'm playing with the idea that at the beginning of each round a die is rolled to indicate "opportunities" that round. And each character that has special features as maked each with one or more numbers from 1-12 (or whatever the die size is). So this round may be a "6", which is no special abilities for Brandar the Barbarian, an opponent leaving themselves open to beign tripped for Fredik the Fighter, and an ability to stab in the vitals for Relin the Rogue. Of course, Relin has that ability on four different numbers out of the 12, and Brandar has 8 different feats of fury on his opportunity list, just none happened to be on a 6. My biggest problem is getting in the way of player creativity. If there's sand on the floor, can they scoop it up to try to temporarily blind at any time, or do I have a die number for environment - i.e. the time when everything comes together to do so. But there's other parts of player creativity that aren't so easily dependant on external factors. The second biggest is if I do it for monsters they all do the same thing at the same time which is odd, but lots of rolls is slowing, etc. Getting back to uses per X - resource management doesn't always make the most narrative sense, but it can work from a gamist point of view as a balance. Because if you can do something all the time it can't be better then any other option otherwise it will always displace those lesser options. Having some ability to go above and beyond is good for the game, and there needs to be a way to manage it that doesn't get in the way. I'm open for other things, but I am for characters having more powerful but use-restricted abilities. [/QUOTE]
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