Figuring Out Combat Superiority

Perhaps the increase in number and size of dice is staggered with the increase of new CS options, so that the fighter gets a bonus to the dice at 2nd, a new option at 3rd, bonus to the dice at 4th, new option at 5th, etc?

Pure speculation, but it is also possible that there are other things that affect the general usage that the fighter could get at some levels instead of increase in number or size of dice. For example, there might be a limit on how many dice can be used to boost a single attacks or block damage from a single attack, but that this limit also goes up as level increases? I'd more likely, however, see this "throttle" as an option in the "tactical modules" to make using it have less analysis paralysis, since it would tend to cause the fighter to simply use maximum dice each time he could, on the grounds that otherwise he would sometimes run out. It's really the reverse of the previously discussed issue where getting the dice at the beginning of the turn leads the fighter to worry about wastage. With such an option, you can afford to let the pool grow to a much larger size than you otherwise could tolerate.
 

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I hope there's an option for the super-simple fighter. Like if, instead of getting more maneuvers, you can take bigger, or more, dice.
 

I just can't see the number of dice increasing too much as per some of the charts listed here. First, the designers are aware of the fact that the game needs to "keep its speed", and lots of dice that need to be rolled each round flies in the face of that. Second, I don't see damage scaling at a level that would match some of the CS charts listed here, which effectively means the fighter would never take any damage if he had as much dice as some of the charts here are suggesting.
 

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