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General Tabletop Discussion
*Dungeons & Dragons
Fantasy heartbreaker mechanics…
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<blockquote data-quote="NotAYakk" data-source="post: 8888810" data-attributes="member: 72555"><p>Mechanics to poach:</p><p>You roll 2 dice in your class area of expertise. So fighters roll 2d20 on weapon attacks, for example.</p><p></p><p>...</p><p></p><p>Alternatively always roll 2 dice and count successes. Doubles are crit (fail or succeed). This generates -1, 0, 1, 2 and 3 as levels of success and a nice curve.</p><p></p><p>...</p><p></p><p>Everyone gets 3 classes. Typically these are background (raxe.etc), class and subclass.</p><p></p><p>Multiclassing is done by dropping one of these three for another primary class.</p><p></p><p>So Pirate background, Fighter class and Champion subclass.</p><p></p><p>Each grants about the same amount of oomph.</p><p></p><p>...</p><p></p><p>Power Sources. You have power sources which level up. These are why you are awesome.</p><p></p><p>Your class level is limited by your power source level.</p><p></p><p>Power Sources are capped. You have to find ways to boost them in game, or find new ones.</p><p></p><p>So that clearly cursed grimoir or sword or whatever? It also gices you a power source boost. Or swearing fealty to that church? Or that legendary scroll of ancient fighting techniques?</p><p></p><p>...</p><p></p><p>Attributes don't give bonuses; they give rerolls. If the reroll succeeds you don't lose it.</p><p></p><p>...</p><p></p><p>Fighters get an extra attack die every odd level. You can only hit a given foe once per turn; but you can burn attack dice to deal more weapon damage dice.</p><p></p><p>...</p><p></p><p>Anyhow, those are my random heartbreaker mechanics.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8888810, member: 72555"] Mechanics to poach: You roll 2 dice in your class area of expertise. So fighters roll 2d20 on weapon attacks, for example. ... Alternatively always roll 2 dice and count successes. Doubles are crit (fail or succeed). This generates -1, 0, 1, 2 and 3 as levels of success and a nice curve. ... Everyone gets 3 classes. Typically these are background (raxe.etc), class and subclass. Multiclassing is done by dropping one of these three for another primary class. So Pirate background, Fighter class and Champion subclass. Each grants about the same amount of oomph. ... Power Sources. You have power sources which level up. These are why you are awesome. Your class level is limited by your power source level. Power Sources are capped. You have to find ways to boost them in game, or find new ones. So that clearly cursed grimoir or sword or whatever? It also gices you a power source boost. Or swearing fealty to that church? Or that legendary scroll of ancient fighting techniques? ... Attributes don't give bonuses; they give rerolls. If the reroll succeeds you don't lose it. ... Fighters get an extra attack die every odd level. You can only hit a given foe once per turn; but you can burn attack dice to deal more weapon damage dice. ... Anyhow, those are my random heartbreaker mechanics. [/QUOTE]
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