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<blockquote data-quote="Crazy Jerome" data-source="post: 5741405" data-attributes="member: 54877"><p>No problem, I didn't see any negative implications in anything you said. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>I agree with you entirely on those fiddly attack options. In one way, the 4E design has opened up space to take out those fiddly options, though the current linkage of each power to a single class has hid it a bit. One drawback of a simple action economy is that people have this visual idea of the flurry of dagger attacks or the big warrior swinging his greatsword and slashing multiple orcs. So there is a natural tendency to include multiple attacks to accommodate such.</p><p> </p><p>However, with 4E-style powers, you can still limit it to a single attack, but build powers to handle those options. "Miss" effects help with the all or nothing problem of simply upping the damage on a nasty attack, though perhaps some "true miss" could replace "fumble" on the lower end of the d20 range, and maybe crit could be more graduated. I wouldn't want to get into different damage number for making or missing by 5, but something like this might be worth pursuing for these big attacks in a single roll:</p><ul> <li data-xf-list-type="ul">1-2 - "true miss", no damage</li> <li data-xf-list-type="ul">3 to one less than target number - "minor hit", use a 4E-style "miss" effect but renamed</li> <li data-xf-list-type="ul">Hit target number to 18 - "hit", standard</li> <li data-xf-list-type="ul">19-20 - "crit", enhanced damage</li> </ul><p>Use that for everything, but then use powers to further differentiate. For example, there are a lot of simple, early powers that have no "minor" hit or "crit" effect, and they work easily. ("Minor" hits bounce off armor.) Stronger and/or more complicated powers do more involved things in those categories.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5741405, member: 54877"] No problem, I didn't see any negative implications in anything you said. :D I agree with you entirely on those fiddly attack options. In one way, the 4E design has opened up space to take out those fiddly options, though the current linkage of each power to a single class has hid it a bit. One drawback of a simple action economy is that people have this visual idea of the flurry of dagger attacks or the big warrior swinging his greatsword and slashing multiple orcs. So there is a natural tendency to include multiple attacks to accommodate such. However, with 4E-style powers, you can still limit it to a single attack, but build powers to handle those options. "Miss" effects help with the all or nothing problem of simply upping the damage on a nasty attack, though perhaps some "true miss" could replace "fumble" on the lower end of the d20 range, and maybe crit could be more graduated. I wouldn't want to get into different damage number for making or missing by 5, but something like this might be worth pursuing for these big attacks in a single roll: [LIST] [*]1-2 - "true miss", no damage [*]3 to one less than target number - "minor hit", use a 4E-style "miss" effect but renamed [*]Hit target number to 18 - "hit", standard [*]19-20 - "crit", enhanced damage [/LIST]Use that for everything, but then use powers to further differentiate. For example, there are a lot of simple, early powers that have no "minor" hit or "crit" effect, and they work easily. ("Minor" hits bounce off armor.) Stronger and/or more complicated powers do more involved things in those categories. [/QUOTE]
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