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Community
General Tabletop Discussion
*Dungeons & Dragons
How should combat maneuvers be handled in Next?
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<blockquote data-quote="RangerWickett" data-source="post: 5932012" data-attributes="member: 63"><p>Option A is probably too complicated. How about . . .</p><p></p><p><span style="font-size: 12px">[hq]Option B[/hq]</span>[hq][/hq]</p><p></p><p>Include a basic stunt system. It has three options: deal damage, affect multiple foes, and add condition. Like, you have a chart with three columns, and lists of what you can achieve with "easy, moderate, hard, daunting, and hellish" effort.</p><p></p><p>The player decides what options he wants to accomplish, and has to make a ability check of some sort for each option he adds. He can also choose how severe he wants to make the extra effect. Diving into a pair of enemies so you can hit them both might require a moderate check; swinging on a rope and slicing the throats of five guys in your path would be a lot harder. </p><p></p><p>A failure is always a noteworthy setback, and trying for three options but failing all three checks will really mess you up.</p><p></p><p>The most basic example? Make a Dexterity check to approach stealthily, get some extra damage on your attack.</p><p></p><p>Or I want to trip an enemy. I make a Strength check. If I succeed, I trip him.</p><p></p><p>More complicated example? I want to deal damage to multiple foes, and apply the prone and "on fire" conditions. There's a chandelier, so I cut it, drop it on my foes, knock them to the ground and catch them in flaming chandelier bits.</p><p></p><p>Anyone could do this stuff. There might be a Daredevil theme that gets bonuses to checks, so it can easily have two or three columns at once.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5932012, member: 63"] Option A is probably too complicated. How about . . . [size=3][hq]Option B[/hq][/size][hq][/hq] Include a basic stunt system. It has three options: deal damage, affect multiple foes, and add condition. Like, you have a chart with three columns, and lists of what you can achieve with "easy, moderate, hard, daunting, and hellish" effort. The player decides what options he wants to accomplish, and has to make a ability check of some sort for each option he adds. He can also choose how severe he wants to make the extra effect. Diving into a pair of enemies so you can hit them both might require a moderate check; swinging on a rope and slicing the throats of five guys in your path would be a lot harder. A failure is always a noteworthy setback, and trying for three options but failing all three checks will really mess you up. The most basic example? Make a Dexterity check to approach stealthily, get some extra damage on your attack. Or I want to trip an enemy. I make a Strength check. If I succeed, I trip him. More complicated example? I want to deal damage to multiple foes, and apply the prone and "on fire" conditions. There's a chandelier, so I cut it, drop it on my foes, knock them to the ground and catch them in flaming chandelier bits. Anyone could do this stuff. There might be a Daredevil theme that gets bonuses to checks, so it can easily have two or three columns at once. [/QUOTE]
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General Tabletop Discussion
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How should combat maneuvers be handled in Next?
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