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Expertise Dice - some problems and some solutions
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<blockquote data-quote="Sadrik" data-source="post: 6050440" data-attributes="member: 14506"><p>I know there are a ton of ED threads and I have not read them. So hopefully I am treading new water here.</p><p></p><p>First of all ED appear to just replicate combat feats and put them into a system of minor actions that are usable only by martial based characters. They are sort of the complication that martial classes are given in response to the complication that spell based classes have. </p><p></p><p>I did not like the second playtest for a number of reasons but the key one for me was that ED was given only to the fighter and it really took all of the combat feats of prior editions and essentially made them fighter only abilities. The other thing I did not like is the damage bloat. Fighters added +1d6 damage to every attack. This change caused the rogue to now add +2d6 damage on their sneak attack. It was out of hand.</p><p></p><p>I suggested back then that it should be a system wide ability that monsters and other characters such as the rogue should benefit from. Others did too and we now see the implementation of that. I am still not sold on it though. </p><p></p><p>Ok so here are some of the issues I see:</p><p>I would like to see a simple fighter, one that does not have to manage points round to round.</p><p>Damage bloat is keyed down a bit, but I still see it there.</p><p>What about other non-martial classes are they barred from using combat feats now? Yes.</p><p>Rolling all the bonus dice to resolve the actions is a little bit of a time sink.</p><p></p><p>So to solve my issues with ED</p><p>I suggest removing the die type from the equation just make them points, Fighters might get 1 point every odd level, why fiddle with dice when you do not have to. This helps with damage bloat, so if you are 5th level you only add +3 damage, not +2d6 damage. You can spend the points to do maneuvers as you normally would too. Perhaps, there could even be a maneuver that adds +1d6 damage that could cost 2 or 3 points. Encourage the use of tokens to keep track of them from turn to turn. It offers a little more variety too. Cleave for 1 point, parry for +X points = to points spent etc. </p><p></p><p>I would suggest that all characters and monsters get them but at different rates. In this way, all players can make use of combat feats, as they should. This could be the 3e BAB of 5e. Fighters get 1/2 level in points, rogues and clerics 1/3 level in points and wizards 1/4 level in points. Monsters and other classes would fall in line with those.</p><p></p><p>So the last thing is these combat abilities should be a module. Say what? yeah, optional. Still get the points, but the additional maneuvers should be tacked on. Perhaps points are just added to hit and damage as bonuses in a game where maneuvers are not used. Anyway point is this is something that is bought into by the group playing not an automatic complication.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6050440, member: 14506"] I know there are a ton of ED threads and I have not read them. So hopefully I am treading new water here. First of all ED appear to just replicate combat feats and put them into a system of minor actions that are usable only by martial based characters. They are sort of the complication that martial classes are given in response to the complication that spell based classes have. I did not like the second playtest for a number of reasons but the key one for me was that ED was given only to the fighter and it really took all of the combat feats of prior editions and essentially made them fighter only abilities. The other thing I did not like is the damage bloat. Fighters added +1d6 damage to every attack. This change caused the rogue to now add +2d6 damage on their sneak attack. It was out of hand. I suggested back then that it should be a system wide ability that monsters and other characters such as the rogue should benefit from. Others did too and we now see the implementation of that. I am still not sold on it though. Ok so here are some of the issues I see: I would like to see a simple fighter, one that does not have to manage points round to round. Damage bloat is keyed down a bit, but I still see it there. What about other non-martial classes are they barred from using combat feats now? Yes. Rolling all the bonus dice to resolve the actions is a little bit of a time sink. So to solve my issues with ED I suggest removing the die type from the equation just make them points, Fighters might get 1 point every odd level, why fiddle with dice when you do not have to. This helps with damage bloat, so if you are 5th level you only add +3 damage, not +2d6 damage. You can spend the points to do maneuvers as you normally would too. Perhaps, there could even be a maneuver that adds +1d6 damage that could cost 2 or 3 points. Encourage the use of tokens to keep track of them from turn to turn. It offers a little more variety too. Cleave for 1 point, parry for +X points = to points spent etc. I would suggest that all characters and monsters get them but at different rates. In this way, all players can make use of combat feats, as they should. This could be the 3e BAB of 5e. Fighters get 1/2 level in points, rogues and clerics 1/3 level in points and wizards 1/4 level in points. Monsters and other classes would fall in line with those. So the last thing is these combat abilities should be a module. Say what? yeah, optional. Still get the points, but the additional maneuvers should be tacked on. Perhaps points are just added to hit and damage as bonuses in a game where maneuvers are not used. Anyway point is this is something that is bought into by the group playing not an automatic complication. [/QUOTE]
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