Those who want to play extremely simple fighters can just always add their combat superiority dice to damage and ignore the other options.
And this is why this is f****g genius.
Those who want to play extremely simple fighters can just always add their combat superiority dice to damage and ignore the other options.
Huh. That's actually the aspect that makes it so intriguing to me.I'm mildly (and also inexplicably) put off by the way the Expertise Die is sometimes rolled and sometimes just a token you spend to gain an effect.
I like the direction they're going with this, but I can't shake the feeling Goodman's new Dungeon Crawl Classic RPG does it better, for now.
I think this is the way it's supposed to be, though. If you want to play a defensive, reactive Fighter, then you have to deal with the fact that you may be wasting opportunity; that's how it works in a real fight. And if you want to play the aggressive, all-out Fighter, you have to deal with the fact that you might miss having those points when you get hit. Switching when they refresh completely negates this very important choice, and removes that tension.I like the fighter setup, I just wish they would have had expertise dice refresh at the end of your turn instead of at the beginning.
At the beginning, means you have to decide whether to save dice (that you might not even use) for off turn reactions. If they did it at the end of the turn, you could use them for reactions if the opportunity presented itself, and burn whatever was left during your turn.
I think this is the way it's supposed to be, though. If you want to play a defensive, reactive Fighter, then you have to deal with the fact that you may be wasting opportunity; that's how it works in a real fight. And if you want to play the aggressive, all-out Fighter, you have to deal with the fact that you might miss having those points when you get hit. Switching when they refresh completely negates this very important choice, and removes that tension.
"Do I go all out and hope I don't need defense, or do I go on the defensive and hope someone falls into my trap?"
I think this is the way it's supposed to be, though. If you want to play a defensive, reactive Fighter, then you have to deal with the fact that you may be wasting opportunity; that's how it works in a real fight. And if you want to play the aggressive, all-out Fighter, you have to deal with the fact that you might miss having those points when you get hit. Switching when they refresh completely negates this very important choice, and removes that tension.
"Do I go all out and hope I don't need defense, or do I go on the defensive and hope someone falls into my trap?"
That option assumes that your opponent is more skilled than you. You have to decide to risk going after him full on, or play defensive. Then your opponent is able to read your moves, and can see if you are ready to defend and can choose to ignore (negating your dice), or go elsewhere.
The other side assumes you are as skilled as your opponent, and thereby able to react to his actions. He's not hitting to accurately or too hard, so I'm not working as hard at defense, so I have a better offense. If you get swarmed, you could use up all your dice on defense then not have any left for offense, or choose to soldier through it and then be able to land a powerful swing.