Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Martial Pool - a New combat mechanic?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Galloglaich" data-source="post: 4480258" data-attributes="member: 77019"><p>I'm not certain what you mean but I'll take a stab at it.</p><p> </p><p>We decided to keep the number of dice in the Martial Pool low to keep the system fast. You could have fun playing with larger number of dice but it could eventually slow down I think. If I understand what you mean by iterative attack, that would mean 3 dice at first level, 4 when you gain a second attack per round etc.? That might be a good alternative to our 1 dice per BAB with a cap, but I like the idea of 1st level / 1HD players having only one die because that keeps combat with low-level 'mooks' simple (you don't want to have to manage dice pools for ten orcs in a combat, or at any rate I don't). </p><p> </p><p>The .pdf Kraftworks referred to includes a lot of other stuff besides this mechanic, particularly feats and different weapons stats which work with the idea of the martial pool a certain way.</p><p> </p><p>But this Martial Pool idea could probably be adapted for a variety of game play paradigms, not just ours.</p><p> </p><p>This idea was created (or more accurately, evolved) within a low magic, low-level system, under a philosophy kind of like something I saw mentioned in another thread on here called E6 (?). I suspect most of the beta testers of the PDF also used low magic / low level systems.</p><p> </p><p>I think this could be adapted to higher level play, but the more you introduce magic into this the more you will have to consider. For example, a heroism potion or haste spell would seem a logical reason to boost your Martial Pool, wheras a slow spell might do the opposite. Or maybe it shouldn't involve the MP at all.</p><p> </p><p></p><p> </p><p>All we did so far with skill checks (and this is not in our PDF, just our house rules) was we allowed players to apply one of their Martial Pool dice to a skill check roll which was being done within a melee round, to improve the odds of their roll. So for example if our druid wanted to leap onto a table in the middle of a fight, I might let her use one MP die for her jump skill check. This would mean she would roll two dice, one she would get normally plus one from her pool, and keep the highest value. Then she would still have three dice left. </p><p> </p><p>For movement and move-equivalent actions I just handled it by taking away one MP. So actually in the above example I might make her use one MP to jump on the table (i.e. just take it away as the price for a move equivalent action), then she elects to use another die for her skill check, and still has one left for active defense with her staff and another to attack with a nice thrust into the face of that pesky cultist chasing her.</p><p> </p><p>I'm not certain if this is the best way to handle it or not it's just what we have been doing, it seems fun, the players like it. But there could be exploitable holes in handling it like that which I haven't thought of.</p><p> </p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4480258, member: 77019"] I'm not certain what you mean but I'll take a stab at it. We decided to keep the number of dice in the Martial Pool low to keep the system fast. You could have fun playing with larger number of dice but it could eventually slow down I think. If I understand what you mean by iterative attack, that would mean 3 dice at first level, 4 when you gain a second attack per round etc.? That might be a good alternative to our 1 dice per BAB with a cap, but I like the idea of 1st level / 1HD players having only one die because that keeps combat with low-level 'mooks' simple (you don't want to have to manage dice pools for ten orcs in a combat, or at any rate I don't). The .pdf Kraftworks referred to includes a lot of other stuff besides this mechanic, particularly feats and different weapons stats which work with the idea of the martial pool a certain way. But this Martial Pool idea could probably be adapted for a variety of game play paradigms, not just ours. This idea was created (or more accurately, evolved) within a low magic, low-level system, under a philosophy kind of like something I saw mentioned in another thread on here called E6 (?). I suspect most of the beta testers of the PDF also used low magic / low level systems. I think this could be adapted to higher level play, but the more you introduce magic into this the more you will have to consider. For example, a heroism potion or haste spell would seem a logical reason to boost your Martial Pool, wheras a slow spell might do the opposite. Or maybe it shouldn't involve the MP at all. All we did so far with skill checks (and this is not in our PDF, just our house rules) was we allowed players to apply one of their Martial Pool dice to a skill check roll which was being done within a melee round, to improve the odds of their roll. So for example if our druid wanted to leap onto a table in the middle of a fight, I might let her use one MP die for her jump skill check. This would mean she would roll two dice, one she would get normally plus one from her pool, and keep the highest value. Then she would still have three dice left. For movement and move-equivalent actions I just handled it by taking away one MP. So actually in the above example I might make her use one MP to jump on the table (i.e. just take it away as the price for a move equivalent action), then she elects to use another die for her skill check, and still has one left for active defense with her staff and another to attack with a nice thrust into the face of that pesky cultist chasing her. I'm not certain if this is the best way to handle it or not it's just what we have been doing, it seems fun, the players like it. But there could be exploitable holes in handling it like that which I haven't thought of. G. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Martial Pool - a New combat mechanic?
Top