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I want to do something cool Every Round!!!
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<blockquote data-quote="A'koss" data-source="post: 3088665" data-attributes="member: 840"><p>While it's late, and I'm going to ramble on here a bit, I do like the direction Rodney is going in general... Elevating the game to a more "cinematic" feel (making camp for 8 hours for every 3-4 encounters <em>is</em> far too often IMO), doing cool things more often. That got me to thinking about resource management and how to do "cool things every round" without it getting dull and repetative. I like the idea of increasing risk for increasing reward and I think the game could benefit a lot from it.</p><p></p><p>One idea that I really liked in IH was in combining skill checks with other actions to create a cool, cinematic maneouver. A successful skill check would <em>augment</em> the action tied to it in some way. </p><p></p><p>eg. A Move-Action Tumble Check, opposed by the target's Base Attack Check, with success allowing you to attack your foe flat-footed on your next attack. If the skill check fails, you can still make a standard attack. This idea carries over to various skills and allows different ways in which you can <em>attempt</em> to do something cool (every round if you wanted), without resorting to standard resource management (x/day, etc). Use climb to bounce off a wall to get around an opponent, spot to find a chink in the dragon's armor or knowledge (dungeoneering) to spot a structural flaw in a stalagtite where a well-placed arrow shot could bring it down on your enemy. Perhaps Rage requires a Concentration check in there somewhere?</p><p></p><p>Also, the idea of certain maneuvers requiring that you string together a number of successful rolls (skill checks/successive attack rolls) to produce a greater effect at the end is another one which I think would help. </p><p></p><p>Eg. A two-weapon maneuver that required you "set up" your target by succesfully hitting him with each weapon at least once in succession which in turn allows you to make a two-weapon "rend" attack on your next attack. If you miss with either attack, you can't make the "rend" attack. If you want to risk it, you can declare that you will try to get in multiple successful "set up" attacks in order to make an even more potent "rend" attack later.</p><p></p><p>A high level "dazing" attack might entail making two successful "set up" attacks in the same round followed by a third "dazing" attack attempt (this too must be attempted in the same round). </p><p></p><p>Double-bluff (two successful bluff attempts) in order to set up a devastating sneak attack later, Tumble-Jump to move through your opponent's space without drawing AoO, getting behind him to set him up for a big cinematic attack. Lots of possiblities. These "specials" could be class options, feats or if just skill-based... you could rule they're available to anyone who's willing to attempt them.</p><p></p><p>Anyway, enough rambling for one night... Tomorrow, spellcasting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="A'koss, post: 3088665, member: 840"] While it's late, and I'm going to ramble on here a bit, I do like the direction Rodney is going in general... Elevating the game to a more "cinematic" feel (making camp for 8 hours for every 3-4 encounters [i]is[/i] far too often IMO), doing cool things more often. That got me to thinking about resource management and how to do "cool things every round" without it getting dull and repetative. I like the idea of increasing risk for increasing reward and I think the game could benefit a lot from it. One idea that I really liked in IH was in combining skill checks with other actions to create a cool, cinematic maneouver. A successful skill check would [i]augment[/i] the action tied to it in some way. eg. A Move-Action Tumble Check, opposed by the target's Base Attack Check, with success allowing you to attack your foe flat-footed on your next attack. If the skill check fails, you can still make a standard attack. This idea carries over to various skills and allows different ways in which you can [i]attempt[/i] to do something cool (every round if you wanted), without resorting to standard resource management (x/day, etc). Use climb to bounce off a wall to get around an opponent, spot to find a chink in the dragon's armor or knowledge (dungeoneering) to spot a structural flaw in a stalagtite where a well-placed arrow shot could bring it down on your enemy. Perhaps Rage requires a Concentration check in there somewhere? Also, the idea of certain maneuvers requiring that you string together a number of successful rolls (skill checks/successive attack rolls) to produce a greater effect at the end is another one which I think would help. Eg. A two-weapon maneuver that required you "set up" your target by succesfully hitting him with each weapon at least once in succession which in turn allows you to make a two-weapon "rend" attack on your next attack. If you miss with either attack, you can't make the "rend" attack. If you want to risk it, you can declare that you will try to get in multiple successful "set up" attacks in order to make an even more potent "rend" attack later. A high level "dazing" attack might entail making two successful "set up" attacks in the same round followed by a third "dazing" attack attempt (this too must be attempted in the same round). Double-bluff (two successful bluff attempts) in order to set up a devastating sneak attack later, Tumble-Jump to move through your opponent's space without drawing AoO, getting behind him to set him up for a big cinematic attack. Lots of possiblities. These "specials" could be class options, feats or if just skill-based... you could rule they're available to anyone who's willing to attempt them. Anyway, enough rambling for one night... Tomorrow, spellcasting. :) [/QUOTE]
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