mellored
Legend
Key points from my homebrew playtesting.
1: Instant ("reaction") bonuses work really well. It leaves the spotlight on the other player.
1b: It's better to say "reduce the enemies AC" than "increase the allies attack".
1c: 2-3 "reactions" per round seems like a good baseline. With 5-6 "reactions" as a nova round.
1d: Avoid creating extra off-turn d20 rolls. Like saving throws to prevent an enemy from attacking.
2: Action to gain dice works really well. Really helps keeps things balanced with multi-classing.
2b: You need to start each battle with some dice.
2c: You need a way to use spend unspent dice. Otherwise, you feel bad when your allies all roll well and you can't use your abilities.
2cb: Probably some big move that cost a lot (i.e. spend 5 dice to let all your allies take a full action) so you feel good that they all rolled well.
3: Dice are better than points. People like rolling dice and it keeps things a bit less predictable.
3b: Dice also help make each "reaction" more chunky. (helping solve point 1c).
3c: You can play with dice sizes, to allow different sub-builds to work better with different maneuvers. (Barbarian giving out a few d12's, while rogues have more d4's. Avoiding an OA cost 1 die, so it cost the rogue less).
4: There's a big power difference between before the roll and after the roll. Seems pretty promising as the level 11 feature.
4b: Bonuses to d20 rolls (attack, save, skills) automatically scale. Bonuses to HP/damage need to have built-in scaling.
5: Hit dice healing works just fine, even at-will. Though it's tricky to balance given how it scales.
5b: Healing 1 hit die at a time can be annoying with the "whack-a-mole" thing. No worse than healing word, but still not great.
6: Having different ways to gain dice can give each character a unique "class" flavor, but can also be fiddly. There's a balance here I failed to reach.
Might be a while before I get to try anything else.
1: Instant ("reaction") bonuses work really well. It leaves the spotlight on the other player.
1b: It's better to say "reduce the enemies AC" than "increase the allies attack".
1c: 2-3 "reactions" per round seems like a good baseline. With 5-6 "reactions" as a nova round.
1d: Avoid creating extra off-turn d20 rolls. Like saving throws to prevent an enemy from attacking.
2: Action to gain dice works really well. Really helps keeps things balanced with multi-classing.
2b: You need to start each battle with some dice.
2c: You need a way to use spend unspent dice. Otherwise, you feel bad when your allies all roll well and you can't use your abilities.
2cb: Probably some big move that cost a lot (i.e. spend 5 dice to let all your allies take a full action) so you feel good that they all rolled well.
3: Dice are better than points. People like rolling dice and it keeps things a bit less predictable.
3b: Dice also help make each "reaction" more chunky. (helping solve point 1c).
3c: You can play with dice sizes, to allow different sub-builds to work better with different maneuvers. (Barbarian giving out a few d12's, while rogues have more d4's. Avoiding an OA cost 1 die, so it cost the rogue less).
4: There's a big power difference between before the roll and after the roll. Seems pretty promising as the level 11 feature.
4b: Bonuses to d20 rolls (attack, save, skills) automatically scale. Bonuses to HP/damage need to have built-in scaling.
5: Hit dice healing works just fine, even at-will. Though it's tricky to balance given how it scales.
5b: Healing 1 hit die at a time can be annoying with the "whack-a-mole" thing. No worse than healing word, but still not great.
6: Having different ways to gain dice can give each character a unique "class" flavor, but can also be fiddly. There's a balance here I failed to reach.
Might be a while before I get to try anything else.