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<blockquote data-quote="MoutonRustique" data-source="post: 7314698" data-attributes="member: 22362"><p>We'll have to agree to disagree on this.</p><p></p><p>I see the concept of role as what you're meant to bring to the table : that you bring a variety based on choice, or where you're at in the battle, or some other point of pivot is interesting to me. It's not something that needs to apply to <em>every</em> class or character (or even <em>most</em>)- but it's an interesting dynamic.</p><p></p><p>That is often the core of it, yes. That and the fact that most of what we have that has the greatest influence weight (those from WotC) is often very poor (or should even be counter-indicated) means that many who are exposed to the game tend to not know how to really make it shine.</p><p></p><p>The latter kind.</p><p></p><p>I've been toying with the idea of using the [boon/bane] system of SotDL, +1 to +2 is one boon, +3 to +4 is 2 boons, +5 and up is 3 boons (same with penalties). I'm mainly thinking of using this for the attack roll - but I could see a case made for damage as well. This way, you can keep a good many situational modifiers and "small" bonuses here and there, but they're much easier to track and apply.</p><p></p><p></p><p>My biggest gripe is with the [minor] action : it's the one that, IME, people tend to "look for something to do with it", which is incredibly time-and-tempo consuming.</p><p></p><p>The [bonus] action was a kinda-good idea, but it's not been well applied and creates all sorts of weird situations (especially between classes). The "do something extra, but do it only once per round" is such an attractive spot for so many abilities, items, etc that it gets all jumbled up pretty fast...</p><p></p><p>It's not something I've found a solid solution to...</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7314698, member: 22362"] We'll have to agree to disagree on this. I see the concept of role as what you're meant to bring to the table : that you bring a variety based on choice, or where you're at in the battle, or some other point of pivot is interesting to me. It's not something that needs to apply to [I]every[/I] class or character (or even [I]most[/I])- but it's an interesting dynamic. That is often the core of it, yes. That and the fact that most of what we have that has the greatest influence weight (those from WotC) is often very poor (or should even be counter-indicated) means that many who are exposed to the game tend to not know how to really make it shine. The latter kind. I've been toying with the idea of using the [boon/bane] system of SotDL, +1 to +2 is one boon, +3 to +4 is 2 boons, +5 and up is 3 boons (same with penalties). I'm mainly thinking of using this for the attack roll - but I could see a case made for damage as well. This way, you can keep a good many situational modifiers and "small" bonuses here and there, but they're much easier to track and apply. My biggest gripe is with the [minor] action : it's the one that, IME, people tend to "look for something to do with it", which is incredibly time-and-tempo consuming. The [bonus] action was a kinda-good idea, but it's not been well applied and creates all sorts of weird situations (especially between classes). The "do something extra, but do it only once per round" is such an attractive spot for so many abilities, items, etc that it gets all jumbled up pretty fast... It's not something I've found a solid solution to... [/QUOTE]
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