I've introduced it to my group as well, and they love Draw Steel! because they DON'T LIKE COMBAT! Why Draw Steel!, then?Draw Steel is really an excellent and streamlined system for running a fantasy combat focused RPG.
I think that's one of the downfalls of 4E. That same level of mechanical detail in fights was expected of all fights and they kept the filler fights, at least in the official modules. Dungeoncrawling in 4E was such a nightmare. I love everything about 4E except combat.I've introduced it to my group as well, and they love Draw Steel! because they DON'T LIKE COMBAT! Why Draw Steel!, then?
- Negotiations are fun as hell! Especially the poking around and finding clues about motivations and pitfalls (sneaking into private quarters, questioning servants, etc.)
- Montages are way more cool than 5E's group checks.
- Combat matters! Fighting was the least interesting part of 5E to them. Now the only fighting they do is climactic. No more filler fights.
How does Draw Steel handle non-combat magic? Are there equivalent to rituals as there were in 4E? Would that be a kind of montage or downtime clock?
I mean bigger magic. Non-combat magic. Like 4E rituals. Speaking with animals, sending messages miles away, teleporting vast distances, identifying magic items, creating magic items, etc.You can generally use any in-combat power out of combat if it solves an issue, with resources available equal to victories, and a limitation like once per Respite or something?
I mean bigger magic. Non-combat magic. Like 4E rituals. Speaking with animals, sending messages miles away, teleporting vast distances, identifying magic items, creating magic items, etc.
A 3rd level Void Elementalist has:A Sense for Truth
You are trained in secret techniques from your order that allow you to discern the truth with supernatural precision. If a creature is of a lower level than you, you automatically know when they are lying, though you don’t necessarily know the actual truth behind their lie. Additionally, you gain an edge on tests made to detect lies or hidden motives.
Distance Is Only Memory
Each time you finish a respite, you can open a two-way portal that leads to any place you have previously been. You and your allies can pass through the portal, which remains open for 1 hour or until you dismiss it as a main action.
I know you probably want a succent answer to this, but I'm not that guy (I don't know the answer). I am however the guy that will drop a link to the draw steel srd equivalent.I think that's one of the downfalls of 4E. That same level of mechanical detail in fights was expected of all fights and they kept the filler fights, at least in the official modules. Dungeoncrawling in 4E was such a nightmare. I love everything about 4E except combat.
How does Draw Steel handle non-combat magic? Are there equivalent to rituals as there were in 4E? Would that be a kind of montage or downtime clock?
I love D&D 4 combat, but I agree that I would hate using it for the multi-encounter dungeon crawls, which is what many of the adventures were. Typically, we had a few set piece combats (which were usually pretty tough, maybe I should have used a few easy combats for fun sometimes), and those were fun, but then it was back to story and character development.I think that's one of the downfalls of 4E. That same level of mechanical detail in fights was expected of all fights and they kept the filler fights, at least in the official modules. Dungeoncrawling in 4E was such a nightmare. I love everything about 4E except combat.
How does Draw Steel handle non-combat magic? Are there equivalent to rituals as there were in 4E? Would that be a kind of montage or downtime clock?