Martial Pool - a New combat mechanic?


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The only real problem I have is someone trying to gain the system to get more than one spell a round. The mechanic you've used helps fighting types, I just have players who will try to make casters better with it.
 

I think [ame=http://www.amazon.com/Arsenal-System-Weapons-Guide-Sourcebook/dp/0972135804/ref=sr_1_1?ie=UTF8&s=books&qid=1222873850&sr=8-1]Arsenal[/ame] had rules for monster morale (partially based on differences in EL). I would link to rpgnow, but I'm at school and it's blocked (plus, IIRC, Arsenal was never released as pdf).

I'm not sure a swift action would require a die... they're supposed to be pretty good, and really fast (like a free action, but with a limit of 1/round). Sort of like a 4e minor action. And honestly, how many uses for swift actions are there? Quickened spells (which have the cost built in), some specific swift action spells (which aren't that great), and some ninja powers (similarly weak). I'd just keep the 1/round limit. Might add some feats that let fighter-types use swift actions, too, ifwhen I use this system (though it'd be useful most anywhere).

Oh, and by all means, borrow it. Can I get credited?
 

I think Arsenal had rules for monster morale (partially based on differences in EL). I would link to rpgnow, but I'm at school and it's blocked (plus, IIRC, Arsenal was never released as pdf).

I'm not sure a swift action would require a die... they're supposed to be pretty good, and really fast (like a free action, but with a limit of 1/round). Sort of like a 4e minor action. And honestly, how many uses for swift actions are there? Quickened spells (which have the cost built in), some specific swift action spells (which aren't that great), and some ninja powers (similarly weak). I'd just keep the 1/round limit. Might add some feats that let fighter-types use swift actions, too, ifwhen I use this system (though it'd be useful most anywhere).

Basically if it drew an AoO I would cost a die, but I would leave it up to the DM's discretion. I know thats kind of against the philosophy of 3.X DnD but I'm kind of old school ;)

Oh, and by all means, borrow it. Can I get credited?

Sure, I am going to float that idea out on our forum as a possible enhancement of the Situational Awareness feat, an "Advanced SA" feat. Send me your real name and if we do use it I'll credit you on the credits page if we put it in the next update or we may in the next publication we come out with, if the Codex goes anywhere of course.

G.
 



Its not so much a concern for me, but when you create a new mechanic for 3.5 there is a lot of cascade changes you have to make since 3.5 is a rules heavy game. My thought was to take Runequest (http://www.mongoosepublishing.com/pdf/rqsrd.zip) and replace the number of combat actions with your martial pool mechanic, but then I have a concern that this might turn Dexterity into an Uberstat. I could base it on the average of Intelligence and Dexterity ala 4e since they basically do the same thing in that game.
 

Its not so much a concern for me, but when you create a new mechanic for 3.5 there is a lot of cascade changes you have to make since 3.5 is a rules heavy game.

I agree that is a potential issue, and frankly I'm not sure how well the codex will hold up to high level play in 3.5.

That said, it was in beta testing for almost two years. It developed a bit during that time, but so far people have had good results with it, we had 3 beta test groups two in Europe and one in the US, plus I have been using it with my own group, and we also have some unofficial fans in Europe who somehow got one of the beta copies and have been using that.

However I believe all four beta groups (including my own) were using the system with low level, low-magic games. The guys in my current campaign are between 2nd and 4th level right now. So far it's going great, people who never enjoyed combat are really getting into it. But I suspect as more spells and magic items come into the game we will have to come up with more rules to deal with them.

My thought was to take Runequest (http://www.mongoosepublishing.com/pdf/rqsrd.zip) and replace the number of combat actions with your martial pool mechanic, but then I have a concern that this might turn Dexterity into an Uberstat. I could base it on the average of Intelligence and Dexterity ala 4e since they basically do the same thing in that game.
Actually Dexterity does not become an Uberstat, at least not using this in 3.5 DnD. I don't know about Runequest.

One of the guys in our group is basically a sort of diplmat / fighter (actually a fighter / rogue). Sort of a rake type guy, he fights with a rapier. He has a 12 Dex and an 11 Str, but a 17 Chr. He has improved initiative, and uses the Feint Martial Feat to draw off enemy fighters M.P. before they can attack and generally mess with them, and uses sidestep to avoid charging beasties.

Our strongest combattant a Dwarf fighter name Lound, is very strong, 16 Str, but only a 10 Dex. He fights with a short sword and a shield, and likes to rush in and try to pin opponents to the ground using his ringen feat.

Try out a few sample combats before you decide what trumps what or what unbalances what, you might find it interesting, even eye-opening.

G.
 
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Yeah, I my preference is game design>DMing>playing. I've been accused of liking gaming for the numbers rather than the game, but given I'm a physicist it comes with the territory. I do like dice pool games especially the New World of Darkness which I modify with the SR4 fumble and partial success rules.
 

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