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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Staffan" data-source="post: 9777227" data-attributes="member: 907"><p>To me it's also a matter of balancing an encounter without having to worry about the next four.</p><p></p><p>I think you're confusing your terms here. In Draw Steel, the Power roll is the stand-in for the attack roll, and is 2d10+one of your stats – your class-relevant stats will usually start at 2 and go up as you level up. It can have three different outcomes (or four counting crits), conveniently named Tier 1, 2, and 3. Attacks always do hit, but deal different damage depending on tier outcome, and can also have different special effects. For example, the Fury ability "Impaled!" has these outcomes:</p><p>≤11: 2 + M damage; M < WEAK, grabbed</p><p>12-16: 5 + M damage; M < AVERAGE, grabbed</p><p>17+: 7 + M damage; M < STRONG, grabbed</p><p></p><p>So on a bad roll, you deal 5+M (your Might score) damage, and if the enemy has Might less than your "Weak" potency they are grabbed. That's not where you want to be, but at least you didn't waste your turn. On a middling roll you deal 5+M damage and grab them if they have Might less than your Average potency. On a great roll, that's 7+Might damage and grabbing if they have Might less than your Strong potency. On a crit (natural 19-20) you get a tier 3 result and also get another action. Those intervals are the same for every ability so you'll quickly get used to them.</p><p></p><p>What you're thinking of is probably the d3 roll (for some classes, others have a fixed 2) at the start of your turn to gain resources.</p><p></p><p>Potencies are what Draw Steel uses instead of saving throws for attack riders. Your Strong potency is equal to your class's main stat (so Might for a Fury), and the Average and Weak are that -1 and -2. So in this case, a tier 1 result grabs opponents with Might less than 0, tier 2 less than 1, and tier 3 less than 2.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9777227, member: 907"] To me it's also a matter of balancing an encounter without having to worry about the next four. I think you're confusing your terms here. In Draw Steel, the Power roll is the stand-in for the attack roll, and is 2d10+one of your stats – your class-relevant stats will usually start at 2 and go up as you level up. It can have three different outcomes (or four counting crits), conveniently named Tier 1, 2, and 3. Attacks always do hit, but deal different damage depending on tier outcome, and can also have different special effects. For example, the Fury ability "Impaled!" has these outcomes: ≤11: 2 + M damage; M < WEAK, grabbed 12-16: 5 + M damage; M < AVERAGE, grabbed 17+: 7 + M damage; M < STRONG, grabbed So on a bad roll, you deal 5+M (your Might score) damage, and if the enemy has Might less than your "Weak" potency they are grabbed. That's not where you want to be, but at least you didn't waste your turn. On a middling roll you deal 5+M damage and grab them if they have Might less than your Average potency. On a great roll, that's 7+Might damage and grabbing if they have Might less than your Strong potency. On a crit (natural 19-20) you get a tier 3 result and also get another action. Those intervals are the same for every ability so you'll quickly get used to them. What you're thinking of is probably the d3 roll (for some classes, others have a fixed 2) at the start of your turn to gain resources. Potencies are what Draw Steel uses instead of saving throws for attack riders. Your Strong potency is equal to your class's main stat (so Might for a Fury), and the Average and Weak are that -1 and -2. So in this case, a tier 1 result grabs opponents with Might less than 0, tier 2 less than 1, and tier 3 less than 2. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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