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<blockquote data-quote="Alex319" data-source="post: 4729050" data-attributes="member: 45678"><p>Will definitely be interesting to see how well this system works. This answer certainly clears up a lot of confusion - I was wondering why "twin strike ... twin strike ... twin strike" is boring but "basic attack ... basic attack ... basic attack" is not. What you're saying is that what you actually want is "improvised attack ... called shot ... a different kind of improvised attack ... maybe a basic attack for a change..." and so on.</p><p></p><p>The only potential problem I see is that one of the following two things is likely to occur:</p><p></p><p>1. Players will eventually figure out what kind of "improvised at-wills" work the best, and will attempt to use them repeatedly whenever possible - thus effectively recreating the original at-will system. For example, suppose a player says "When I attack, I'm going to aim at his weapon arm to try to cripple it" and you say "Okay, if you hit then he gets -2 to attack rolls for his next round." Then if this ability turns out to be useful he can keep repeating it - and you've basically given him the equivalent of an at-will.</p><p></p><p>2. In order to prevent (1) above, you'll end up having to constantly re-adjudicate the effects of the improvised actions - like in the example above, say "okay, the monster you're fighting now has particularly sturdy arms, so you take -2 to attack if you do that." if he seems to be using those called shots too much. This has the potential to significantly slow down combat if players have to come up with new improvised actions every encounter.</p><p></p><p>On the other hand, it definitely seems to be a new twist on combat. And I'm just speculating here - your actual experience could be very different. I would be very interested to see how it actually turns out.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4729050, member: 45678"] Will definitely be interesting to see how well this system works. This answer certainly clears up a lot of confusion - I was wondering why "twin strike ... twin strike ... twin strike" is boring but "basic attack ... basic attack ... basic attack" is not. What you're saying is that what you actually want is "improvised attack ... called shot ... a different kind of improvised attack ... maybe a basic attack for a change..." and so on. The only potential problem I see is that one of the following two things is likely to occur: 1. Players will eventually figure out what kind of "improvised at-wills" work the best, and will attempt to use them repeatedly whenever possible - thus effectively recreating the original at-will system. For example, suppose a player says "When I attack, I'm going to aim at his weapon arm to try to cripple it" and you say "Okay, if you hit then he gets -2 to attack rolls for his next round." Then if this ability turns out to be useful he can keep repeating it - and you've basically given him the equivalent of an at-will. 2. In order to prevent (1) above, you'll end up having to constantly re-adjudicate the effects of the improvised actions - like in the example above, say "okay, the monster you're fighting now has particularly sturdy arms, so you take -2 to attack if you do that." if he seems to be using those called shots too much. This has the potential to significantly slow down combat if players have to come up with new improvised actions every encounter. On the other hand, it definitely seems to be a new twist on combat. And I'm just speculating here - your actual experience could be very different. I would be very interested to see how it actually turns out. [/QUOTE]
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