Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Exalted Battleque for d20
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yair" data-source="post: 3255302" data-attributes="member: 10913"><p>OK, HeavenShallBurn, things are clearer (to me) now. You'll have to excuse me, I'm one game system and several playtests behind you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Things make much more sense now, what with dash and all. You make some very good points, and I agree with most of what you say now. I still have some conceptual problems, however.</p><p></p><p>I'm pretty sure I'm not understanding this correctly, as this doesn't really make sense IMO. How is it I can make a very time-consuming action NOW but then have to wait a long time before moving on to the next action? Consider the following scenario:</p><p></p><p><em>Sworder the lowly swordman is facing off a goblin horde. Surrounded, he flurries a dozen attacks together, felling 12 goblins in a single second. This owe-inspiring feat has a cost of 15 ticks (base 4, plus 1 per extra attack). For the next 15 seconds the swordman takes no action, calmly letting the rest of the horde assault him. He moves about and defends himself, but for some reason does not attack. When his friend calls out to him to pick up their wounded comrade and take him to the medic, he fails to do so. Perhaps he is dazed by his own accomplishment.</em></p><p></p><p>Or even:</p><p><em>Rog stared at the complex lock [arbitrary very long, 60 tick-cost action]. "It will take a minute to lockpick it, at least" he lamented. "No time" said Fighty, "the goblins are upon us!" And indeed, as he spoke black-ribbed arrows scattered around them. "Oh" smiled Rog, in that case I will open it directly". Drawing out his thief tools, he opened the door in but a second. As everyone sped past it, Fighty called on Rog to close it behind them. "Oh no" said Rog, "you'll have to do that yourself. I can move [Immediate action] and speak [not-an-action], but I can't close any doors for the next minute or so [until his next action]".</em></p><p></p><p>I understood the cost is the time needed to complete the action, rather than how much time to wait after the action before the next action. Under this scheme, the process will look more like this:</p><p></p><p><em>Sworder the great swordmaster is facing off a goblin horde. Surrounded, he lashes out at the horde with blinding speed. Sacrificing speed for accuracy [the flurry option allows him to make several attacks at the same time at a penalty], he stroke fast. Within a single round, twelve goblins lay dead before him. When his friend later called out to him to pick up their wounded comrade and take him to the medic, he did just that [he isn't locked out of taking new actions].</em></p><p><em></em></p><p><em>Rog stared at the complex lock [arbitrary very long, 60 tick-cost action]. "It will take a minute to lockpick it, at least" he lamented. "No time" said Fighty, "the goblins are upon us!" And indeed, as he spoke black-ribbed arrows scattered around them. "Oh" said Rog, taking cover. "In that case, we better come up with an alternate plan".</em></p><p></p><p>I confess my version seems far more agreeable to me. (Although I'm far from decided on how Flurry should work; I agree it's a good idea in principle to let people act faster in exchange for penalties.)</p><p></p><p></p><p>At this point I'm more concerned with fitting the system into general D&D gameplay rather than to fit it with specific rules that interact with the standard/move/full-round mechanics. I suspect there aren't that many such rules anyways.</p><p></p><p></p><p>Interesting. Such a method might work well, I'll have to think about it.</p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>But ranged combat IS penalized. It is slower, draws attacks of opportunity, and produces less damage. More to the point, it was part of an attempt to maintain the balance of number of attacks within a round, but on second thought it doesn't work too well.</p><p></p><p>Which isn't really a terribly good idea IMO, since multiple attacks can seriously harm balance. It also has a problem with meshing together non-attacks - what's the penalty of combining together, oh, several casting actions? There is no skill check or attack roll to penalize. I maintain that the full-attack is better represented by someone just attacking for an entire round. (But we need rules to allow this as a viable option - which treating movement as an immediate action does. Good, clean solution.)</p><p></p><p>I suggest instead allowing Flurry based on the two-weapon-fighting mechanics: allow two attacks, but with a -6 penalty. Reduce the penalty to -4 with the secondary weapon if you're using two weapons. Reduce the penalties to -4/-4 (or even -2/-2) if you have the two-weapon-fighting feat. Or something along those lines. </p><p></p><p></p><p>Which I must say is really great.</p><p></p><p>OK. This problem really isn't related to your system, it is a problem with creature's movement rate in D&D. In a normal RAW D&D round, a Huge black dragon apparently makes about 6 steps whereas a human makes 12 steps. You've chosen to change the creature's speed. Fine. This really has nothing to do with your Battleque system, though. The system should basically say "Move Speed/5 per tick", and your unrelated house rule says "Add 0.5 per size category above Medium to Speed".</p><p></p><p>This is a very good goal, and a very interesting mechanic to enable it. I think by itself it seems great, but I just can't agree with the method of "acting, then taking some ticks to do nothing in" your system seems to use. And my "wait x ticks, then act" suggestion, I can't really fit it in except as alternative modes of movement.</p><p></p><p>This is another sore point for me. Why "most action<s>"? Why not just attacks? Why does the wizard require more time to draw out his scroll and read it than the fighter does? Base <strong>Attack</strong> Bonus should increase the speeds of <strong>attacks</strong>. Perhaps spellcaster level could lower the speed of spellcasting or something, I don't know. But I don't see why you need BAB to lower the speed of other actions anyways. High level D&D characters still take a full round to light a torch, just like they will take 6 ticks in your system.</s></p><p><s></s></p><p><s>I notice your revised system does mention BAB only for attacks. If this is your intention, then we're in agreement.</s></p><p><s></s></p><p><s>Wll read soon. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></s></p></blockquote><p></p>
[QUOTE="Yair, post: 3255302, member: 10913"] OK, HeavenShallBurn, things are clearer (to me) now. You'll have to excuse me, I'm one game system and several playtests behind you. :) Things make much more sense now, what with dash and all. You make some very good points, and I agree with most of what you say now. I still have some conceptual problems, however. I'm pretty sure I'm not understanding this correctly, as this doesn't really make sense IMO. How is it I can make a very time-consuming action NOW but then have to wait a long time before moving on to the next action? Consider the following scenario: [I]Sworder the lowly swordman is facing off a goblin horde. Surrounded, he flurries a dozen attacks together, felling 12 goblins in a single second. This owe-inspiring feat has a cost of 15 ticks (base 4, plus 1 per extra attack). For the next 15 seconds the swordman takes no action, calmly letting the rest of the horde assault him. He moves about and defends himself, but for some reason does not attack. When his friend calls out to him to pick up their wounded comrade and take him to the medic, he fails to do so. Perhaps he is dazed by his own accomplishment.[/I] Or even: [I]Rog stared at the complex lock [arbitrary very long, 60 tick-cost action]. "It will take a minute to lockpick it, at least" he lamented. "No time" said Fighty, "the goblins are upon us!" And indeed, as he spoke black-ribbed arrows scattered around them. "Oh" smiled Rog, in that case I will open it directly". Drawing out his thief tools, he opened the door in but a second. As everyone sped past it, Fighty called on Rog to close it behind them. "Oh no" said Rog, "you'll have to do that yourself. I can move [Immediate action] and speak [not-an-action], but I can't close any doors for the next minute or so [until his next action]".[/I] I understood the cost is the time needed to complete the action, rather than how much time to wait after the action before the next action. Under this scheme, the process will look more like this: [I]Sworder the great swordmaster is facing off a goblin horde. Surrounded, he lashes out at the horde with blinding speed. Sacrificing speed for accuracy [the flurry option allows him to make several attacks at the same time at a penalty], he stroke fast. Within a single round, twelve goblins lay dead before him. When his friend later called out to him to pick up their wounded comrade and take him to the medic, he did just that [he isn't locked out of taking new actions]. Rog stared at the complex lock [arbitrary very long, 60 tick-cost action]. "It will take a minute to lockpick it, at least" he lamented. "No time" said Fighty, "the goblins are upon us!" And indeed, as he spoke black-ribbed arrows scattered around them. "Oh" said Rog, taking cover. "In that case, we better come up with an alternate plan".[/I] I confess my version seems far more agreeable to me. (Although I'm far from decided on how Flurry should work; I agree it's a good idea in principle to let people act faster in exchange for penalties.) At this point I'm more concerned with fitting the system into general D&D gameplay rather than to fit it with specific rules that interact with the standard/move/full-round mechanics. I suspect there aren't that many such rules anyways. Interesting. Such a method might work well, I'll have to think about it. :) But ranged combat IS penalized. It is slower, draws attacks of opportunity, and produces less damage. More to the point, it was part of an attempt to maintain the balance of number of attacks within a round, but on second thought it doesn't work too well. Which isn't really a terribly good idea IMO, since multiple attacks can seriously harm balance. It also has a problem with meshing together non-attacks - what's the penalty of combining together, oh, several casting actions? There is no skill check or attack roll to penalize. I maintain that the full-attack is better represented by someone just attacking for an entire round. (But we need rules to allow this as a viable option - which treating movement as an immediate action does. Good, clean solution.) I suggest instead allowing Flurry based on the two-weapon-fighting mechanics: allow two attacks, but with a -6 penalty. Reduce the penalty to -4 with the secondary weapon if you're using two weapons. Reduce the penalties to -4/-4 (or even -2/-2) if you have the two-weapon-fighting feat. Or something along those lines. Which I must say is really great. OK. This problem really isn't related to your system, it is a problem with creature's movement rate in D&D. In a normal RAW D&D round, a Huge black dragon apparently makes about 6 steps whereas a human makes 12 steps. You've chosen to change the creature's speed. Fine. This really has nothing to do with your Battleque system, though. The system should basically say "Move Speed/5 per tick", and your unrelated house rule says "Add 0.5 per size category above Medium to Speed". This is a very good goal, and a very interesting mechanic to enable it. I think by itself it seems great, but I just can't agree with the method of "acting, then taking some ticks to do nothing in" your system seems to use. And my "wait x ticks, then act" suggestion, I can't really fit it in except as alternative modes of movement. This is another sore point for me. Why "most action[s]"? Why not just attacks? Why does the wizard require more time to draw out his scroll and read it than the fighter does? Base [b]Attack[/b] Bonus should increase the speeds of [b]attacks[/b]. Perhaps spellcaster level could lower the speed of spellcasting or something, I don't know. But I don't see why you need BAB to lower the speed of other actions anyways. High level D&D characters still take a full round to light a torch, just like they will take 6 ticks in your system. I notice your revised system does mention BAB only for attacks. If this is your intention, then we're in agreement. Wll read soon. :)[/s] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Exalted Battleque for d20
Top