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*Dungeons & Dragons
I've spent the past few months breaking down the Ranger and trying to find some common ground across different fan expectations. Here's what I've got.
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<blockquote data-quote="1Mac" data-source="post: 6870994" data-attributes="member: 48998"><p>I thought I read through your doc carefully, but somehow it didn't click for me that Survivalist dice refreshed every turn, not after a short rest. I had in my mind that they basically worked like Superiority dice with non-combat applications. This actually makes them a little more like my idea for Quarry dice, actually. Still, I thought you were being a little conservative with the resource; now I kind of think they're a little too liberal! All the other dice/token mechanics in the game are limited in some way; either by a flat cap that needs to be refreshed (boring, but balanced), or, in the case of the rogue, by some sort of condition (much more interesting and still balanced). No one gets an always-on resource that never needs to be refreshed. I could see a design space for such a resource if the pool was much smaller (I am beginning to reimagine the Battle Master fighter that way), but 2d6 expanding to 5d6 with no tactical limitation seems way too high.</p><p></p><p>So I ask again, why not tie it to a marking ability, which doesn't limit how often you can use the dice, but on whom you can use them in a tactically and thematically interesting way? If I understand you, you have three answers: because you think they don't mesh with the Beastmaster, because you don't want the central pillar of the class to be combat-oriented, and because you want the combat and non-combat features to be unified. The first seems easy to address to me; just give the pet access to Quarry dice. The second I can sort of understand, except that Survival dice support combat in every archetype already. They certainly do for the Hunter and Beastmaster, and the Spellstrider has both a Quarry ability and Spellhunt, which are both combat oriented and powered by Survival dice. So Survival dice is already a combat-oriented pillar of the class.</p><p></p><p>As to the third, I really only see two non-combat powers where Survivalist dice apply; Survivalist Step and Survivor's Rest. As I said, I don't see anything that rolling resource dice really adds to Survivor's Step that a flat or percentage damage reduction lacks. And I've got my own ideas for non-magical ranger healing, although I'm provisionally okay with Survivor's Rest as a concept. But that's just two abilities that don't really need a dice pool that you are tying to a dice pool mechanic that is otherwise combat oriented.</p><p></p><p>Do you mind if I adapt your ranger as a model for an attempt at my Quarry-dice ranger? I'll start a new thread, and I'll be sure to credit you. Maybe the best way to continue this conversation is if I put my armchair-design theory into practice and do some actual designing.</p></blockquote><p></p>
[QUOTE="1Mac, post: 6870994, member: 48998"] I thought I read through your doc carefully, but somehow it didn't click for me that Survivalist dice refreshed every turn, not after a short rest. I had in my mind that they basically worked like Superiority dice with non-combat applications. This actually makes them a little more like my idea for Quarry dice, actually. Still, I thought you were being a little conservative with the resource; now I kind of think they're a little too liberal! All the other dice/token mechanics in the game are limited in some way; either by a flat cap that needs to be refreshed (boring, but balanced), or, in the case of the rogue, by some sort of condition (much more interesting and still balanced). No one gets an always-on resource that never needs to be refreshed. I could see a design space for such a resource if the pool was much smaller (I am beginning to reimagine the Battle Master fighter that way), but 2d6 expanding to 5d6 with no tactical limitation seems way too high. So I ask again, why not tie it to a marking ability, which doesn't limit how often you can use the dice, but on whom you can use them in a tactically and thematically interesting way? If I understand you, you have three answers: because you think they don't mesh with the Beastmaster, because you don't want the central pillar of the class to be combat-oriented, and because you want the combat and non-combat features to be unified. The first seems easy to address to me; just give the pet access to Quarry dice. The second I can sort of understand, except that Survival dice support combat in every archetype already. They certainly do for the Hunter and Beastmaster, and the Spellstrider has both a Quarry ability and Spellhunt, which are both combat oriented and powered by Survival dice. So Survival dice is already a combat-oriented pillar of the class. As to the third, I really only see two non-combat powers where Survivalist dice apply; Survivalist Step and Survivor's Rest. As I said, I don't see anything that rolling resource dice really adds to Survivor's Step that a flat or percentage damage reduction lacks. And I've got my own ideas for non-magical ranger healing, although I'm provisionally okay with Survivor's Rest as a concept. But that's just two abilities that don't really need a dice pool that you are tying to a dice pool mechanic that is otherwise combat oriented. Do you mind if I adapt your ranger as a model for an attempt at my Quarry-dice ranger? I'll start a new thread, and I'll be sure to credit you. Maybe the best way to continue this conversation is if I put my armchair-design theory into practice and do some actual designing. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
I've spent the past few months breaking down the Ranger and trying to find some common ground across different fan expectations. Here's what I've got.
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