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General Tabletop Discussion
*TTRPGs General
Martial Pool - a New combat mechanic?
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<blockquote data-quote="Galloglaich" data-source="post: 4535809" data-attributes="member: 77019"><p>No I wouldn't wan't to do anything that primitive, but I would like to figure out an elegant way to give one side an advantage if they achieved surprise and the other side a disadvantage if they were caught off guard </p><p> </p><p>Here are some of the considerations I'd like to encompass:</p><p> </p><p>1) Surprise should give the "surprisER" an advantage, but it should not mean the "surpriseE" is literally paralyzed. Players should still have options, even if it's only to run a few steps back.</p><p> </p><p>2) Skills like what I think they call now Stealth and Detection skills in Pathhfinder should play a role, but circumstances should play a role too. Which means it has to be at least partly subjective (i.e. up to the DM) but not completely open ended / undefined.</p><p> </p><p>3) There should be a concrete circumstantial advantages in avoiding surprise. I think pretty much any time a PC states that they are expecting trouble that should count for something. Position in the line should count too, as should things like animal companions (one of the primary reasons to have a dog in real life is that they warn you when trouble is coming...)</p><p> </p><p>4) There should be surprise in how surprise happens, i.e. it shouldn't always go down the same way. </p><p> </p><p>5) It should be relatively simple to determine, preferably without charts or miniatures</p><p> </p><p>I don't even know if all that is possible to work out but I'd like to try <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>G,</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4535809, member: 77019"] No I wouldn't wan't to do anything that primitive, but I would like to figure out an elegant way to give one side an advantage if they achieved surprise and the other side a disadvantage if they were caught off guard Here are some of the considerations I'd like to encompass: 1) Surprise should give the "surprisER" an advantage, but it should not mean the "surpriseE" is literally paralyzed. Players should still have options, even if it's only to run a few steps back. 2) Skills like what I think they call now Stealth and Detection skills in Pathhfinder should play a role, but circumstances should play a role too. Which means it has to be at least partly subjective (i.e. up to the DM) but not completely open ended / undefined. 3) There should be a concrete circumstantial advantages in avoiding surprise. I think pretty much any time a PC states that they are expecting trouble that should count for something. Position in the line should count too, as should things like animal companions (one of the primary reasons to have a dog in real life is that they warn you when trouble is coming...) 4) There should be surprise in how surprise happens, i.e. it shouldn't always go down the same way. 5) It should be relatively simple to determine, preferably without charts or miniatures I don't even know if all that is possible to work out but I'd like to try :) G, [/QUOTE]
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Martial Pool - a New combat mechanic?
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