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General Tabletop Discussion
*Dungeons & Dragons
Making Every Class "Short Rest"-based?
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<blockquote data-quote="Flamestrike" data-source="post: 8508295" data-attributes="member: 6788736"><p>I've broken some spells into 'stances' (such as mirror image, mage armor, sanctuary etc) that are activated as a bonus action (along with ToB stances like Punishing sance, thicket of blades etc) plus pulling out certain class features (rage, divine grace, bardic inspiration etc) that also now function as 'stances'.</p><p></p><p>It's only at a rough outline at the moment.</p><p></p><p>The advantage of the system is that I can pretty easily allocate 'maneuvers' for martials, the same relative power level of 'spells' for casters, and the system (as a whole) becomes [encounters/rests per adventuring day] neutral (it doesnt matter if there is one, two or ten encounters in a day).</p><p></p><p>You can multiclass (slowing down access to higher level maneuvers/ spells known, just like MC spellcasters in 5E) to gain access to maneuvers/ spells from a different class.</p><p></p><p>Still playing around with how to work non combat/ utility [spells/ maneuvers] into the system, and how to deal with things like healing spells/ maneuvers that can be broken by spamming them repeatedly.</p><p></p><p>Current idea is to limit healing abilities to only work up to 1/2 max HP, and that at the end of each encounter (when maneuvers refresh) HP's are also restored to 1/2 max (if lower), with the underlying system mechanics working off the assumption that at the start of every encounter, the PCs will be at (at least) 1/2 max HP. </p><p></p><p>So you can heal 'in combat' by spamming a healing spell/ maneuver (to a maximum of 1/2 HP), but when the encounter is over, you simply refresh expended maneuvers, and your HP are restored to 1/2 Max as you gain your second wind/ bind wounds after the battle.</p><p></p><p>I also want to work a risk/ reward element into the game; both a 'wound level/ fatigue' mechanic (so the longer you push on, the more beat up you become) along with a built in 'escalation/ reward' mechanic, so the longer you push on you also gain a benefit (increased XP? access to a special escalation dice?). Still bouncing a few ideas around for this.</p><p></p><p>The goal would be to encourage players to continue, rather than encourage them to fall back and rest all the time... at a cost.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8508295, member: 6788736"] I've broken some spells into 'stances' (such as mirror image, mage armor, sanctuary etc) that are activated as a bonus action (along with ToB stances like Punishing sance, thicket of blades etc) plus pulling out certain class features (rage, divine grace, bardic inspiration etc) that also now function as 'stances'. It's only at a rough outline at the moment. The advantage of the system is that I can pretty easily allocate 'maneuvers' for martials, the same relative power level of 'spells' for casters, and the system (as a whole) becomes [encounters/rests per adventuring day] neutral (it doesnt matter if there is one, two or ten encounters in a day). You can multiclass (slowing down access to higher level maneuvers/ spells known, just like MC spellcasters in 5E) to gain access to maneuvers/ spells from a different class. Still playing around with how to work non combat/ utility [spells/ maneuvers] into the system, and how to deal with things like healing spells/ maneuvers that can be broken by spamming them repeatedly. Current idea is to limit healing abilities to only work up to 1/2 max HP, and that at the end of each encounter (when maneuvers refresh) HP's are also restored to 1/2 max (if lower), with the underlying system mechanics working off the assumption that at the start of every encounter, the PCs will be at (at least) 1/2 max HP. So you can heal 'in combat' by spamming a healing spell/ maneuver (to a maximum of 1/2 HP), but when the encounter is over, you simply refresh expended maneuvers, and your HP are restored to 1/2 Max as you gain your second wind/ bind wounds after the battle. I also want to work a risk/ reward element into the game; both a 'wound level/ fatigue' mechanic (so the longer you push on, the more beat up you become) along with a built in 'escalation/ reward' mechanic, so the longer you push on you also gain a benefit (increased XP? access to a special escalation dice?). Still bouncing a few ideas around for this. The goal would be to encourage players to continue, rather than encourage them to fall back and rest all the time... at a cost. [/QUOTE]
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