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Matching narrative and martial exploit tempo
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<blockquote data-quote="Blue" data-source="post: 7045833" data-attributes="member: 20564"><p>(I'll be using D&D-like terminology, but this isn't for any system in specific.)</p><p></p><p>Okay, that's an unwieldy title, let me jump into what I'm talking about. For non-magic types of abilities, power levels may not be balanced to do it round after round, but on the flip side doing short-rest or 1/encounter doesn't feel right in the narrative. If it's a skill/talent you can do, why can't it be used all the time?</p><p></p><p>The thought I'm playing with is not restricting how often these types of abilities can be used, but rather limiting what opportunities are available to be exploited on a give turn.</p><p></p><p>For example, say a character had exploits that let them trip a foe and stab them on the way down, attack with a big bonus to damage, hamstring them to reduce their speed for several turns, cause a bleeding gash for ongoing damage, or hit and distract so you friend can really get them good.</p><p></p><p>While not all of them are "the best" at any one time, they are all better than a a ho-hum melee attack that they will replace it. But limiting it via a resource expenditure doesn't make narrative sense, nor not being able to do it again until after a rest or the next encounter. Also it can end up that you move the grind from "I attack...again" to "I attack with exploit X...again".</p><p></p><p>So what I'm proposing is an "opportunities die". All of these types of exploits are given a number (or numbers for more common ones). At the beginning of each round the opportunity die is rolled, and during that round only exploits that match that number can be used. The roll of the die shows what opportunities are ready to be seized in the next 6 seconds (or however long a turn is).</p><p></p><p>Narratively this represents what opportunities they see in combat this round that they can take advantage of. It's not every round you catch someone out, or can set up to trip someone. This allows a less-than-every-round but instead of fighting the narrative on "why can't I use this more often", it's instead supporting the narrative for "what can I do now". It would also keep combats more dynamic since you can't always do the same combination in the same order.</p><p></p><p>I think this may be most easily explained with an example.</p><p>Flynn has matches his trip attack to opportunity 1, his disarm to opportunity 3, and his acrobatic move without taking opportunity attacks and attack a new opponent with surprise as opportunity 4. Zhak Silveraxe put his cleave as opportunity 2, his set up friend as 4, and his increased critical range as 2-4.</p><p></p><p>A new round of combat starts with each battling opponents on different parts of the deck of a ship. The opportunity die is rolled and comes up 2. Flynn's action is first, and he has no exploits on that opportunity, so he can just do is normal attack against the pirate captain. Zhak has two opportunities - set up friend and increased crit. Since Flynn isn't anywhere nearby, he goes for increased critical this round - a chance to go for a vulnerable part. Zhak sinks his axe in deep and drops his foe, but that causes two more pirates and their vicious squiddog to charge him. The pirate captain also wounds Flynn with his cutlass - he's a tough opponent to solo.</p><p></p><p>Next round starts and the opportunity die is a 4. Flynn, seeing his friend outnumbered, dives from the forecastle, grabs a rope and swings over to his friend, using his acrobatic move w/o opportunity attacks. He does a normal variant attack that you have access to all the time - a shove - and with his surprise is able to hit and knock one pirate over the edge of the ship. Splash. Zhak has two opportunities on a 4 he could do. Increased crit range could do a lot of good, but instead he sets up friend, getting an attack on the squiddog and granting an advantage to the next ally to attack the beast.</p><p></p><p>New round starts again. Opportunity dies is a 1. Flynn can disarm against the remaining pirate, but he's been set up to hit easily against the squiddog which can't be disarmed. Flynn wounds the squiddog instead of using an exploit. Zhak has no opportunities he can take on a 1, so he just swings and also hurts the squiddog. The pirate captain that Flynn was originally fighting finally makes it over as well, and it turns out he's got an exploit on opportunity 1 - he bellow out curses and threats which make Flynn's knees go weak and seem to invigorate the pirate that they are fighting. Zhak (having saved), ignores his threats as only a dwarf can.</p><p></p><p>Will Zhak and the wounded and demoralized Flynn overcome the pirates, get captured and sold as slaves in the dreaded Buccaneer Isles, or end up dying in the briny deep with their bones gnawed clean by a squiddog?</p><p></p><p>So, what do you think? Does this work better than "1 per encounter" while keeping things fresh / chaos-of-combat? Does it give reasonable in-game reasons why you can't use your martial talents every round? How would you improve it?</p></blockquote><p></p>
[QUOTE="Blue, post: 7045833, member: 20564"] (I'll be using D&D-like terminology, but this isn't for any system in specific.) Okay, that's an unwieldy title, let me jump into what I'm talking about. For non-magic types of abilities, power levels may not be balanced to do it round after round, but on the flip side doing short-rest or 1/encounter doesn't feel right in the narrative. If it's a skill/talent you can do, why can't it be used all the time? The thought I'm playing with is not restricting how often these types of abilities can be used, but rather limiting what opportunities are available to be exploited on a give turn. For example, say a character had exploits that let them trip a foe and stab them on the way down, attack with a big bonus to damage, hamstring them to reduce their speed for several turns, cause a bleeding gash for ongoing damage, or hit and distract so you friend can really get them good. While not all of them are "the best" at any one time, they are all better than a a ho-hum melee attack that they will replace it. But limiting it via a resource expenditure doesn't make narrative sense, nor not being able to do it again until after a rest or the next encounter. Also it can end up that you move the grind from "I attack...again" to "I attack with exploit X...again". So what I'm proposing is an "opportunities die". All of these types of exploits are given a number (or numbers for more common ones). At the beginning of each round the opportunity die is rolled, and during that round only exploits that match that number can be used. The roll of the die shows what opportunities are ready to be seized in the next 6 seconds (or however long a turn is). Narratively this represents what opportunities they see in combat this round that they can take advantage of. It's not every round you catch someone out, or can set up to trip someone. This allows a less-than-every-round but instead of fighting the narrative on "why can't I use this more often", it's instead supporting the narrative for "what can I do now". It would also keep combats more dynamic since you can't always do the same combination in the same order. I think this may be most easily explained with an example. Flynn has matches his trip attack to opportunity 1, his disarm to opportunity 3, and his acrobatic move without taking opportunity attacks and attack a new opponent with surprise as opportunity 4. Zhak Silveraxe put his cleave as opportunity 2, his set up friend as 4, and his increased critical range as 2-4. A new round of combat starts with each battling opponents on different parts of the deck of a ship. The opportunity die is rolled and comes up 2. Flynn's action is first, and he has no exploits on that opportunity, so he can just do is normal attack against the pirate captain. Zhak has two opportunities - set up friend and increased crit. Since Flynn isn't anywhere nearby, he goes for increased critical this round - a chance to go for a vulnerable part. Zhak sinks his axe in deep and drops his foe, but that causes two more pirates and their vicious squiddog to charge him. The pirate captain also wounds Flynn with his cutlass - he's a tough opponent to solo. Next round starts and the opportunity die is a 4. Flynn, seeing his friend outnumbered, dives from the forecastle, grabs a rope and swings over to his friend, using his acrobatic move w/o opportunity attacks. He does a normal variant attack that you have access to all the time - a shove - and with his surprise is able to hit and knock one pirate over the edge of the ship. Splash. Zhak has two opportunities on a 4 he could do. Increased crit range could do a lot of good, but instead he sets up friend, getting an attack on the squiddog and granting an advantage to the next ally to attack the beast. New round starts again. Opportunity dies is a 1. Flynn can disarm against the remaining pirate, but he's been set up to hit easily against the squiddog which can't be disarmed. Flynn wounds the squiddog instead of using an exploit. Zhak has no opportunities he can take on a 1, so he just swings and also hurts the squiddog. The pirate captain that Flynn was originally fighting finally makes it over as well, and it turns out he's got an exploit on opportunity 1 - he bellow out curses and threats which make Flynn's knees go weak and seem to invigorate the pirate that they are fighting. Zhak (having saved), ignores his threats as only a dwarf can. Will Zhak and the wounded and demoralized Flynn overcome the pirates, get captured and sold as slaves in the dreaded Buccaneer Isles, or end up dying in the briny deep with their bones gnawed clean by a squiddog? So, what do you think? Does this work better than "1 per encounter" while keeping things fresh / chaos-of-combat? Does it give reasonable in-game reasons why you can't use your martial talents every round? How would you improve it? [/QUOTE]
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