I had an idea.
If I ran all 5 PCs in the cave and preprogrammed their actions, what will be the result?
FIGHTOR- Attack the enemy over and over from toughest to weakest
STABBOR-Hide behind cleric or fighter, then sneak attack
BLASTOTRON- Zap whoever the fighter is attacking with Light spammed on his staff
HAMMOR- Attack the enemy over and over from weakest to toughest
LAZOR- Zap whoever the cleric is attacking
The Aggro Die!
On the 1st round and every 3 rounds thereafter, I roll a d6 to see who uses their limited resources.
1: Fighter goes aggressive
2: Rogue goes aggressive
3: Wizard goes aggressive
4: ClericD goes aggressive
5: ClericH goes aggressive
6: Conservative fighting. No one spends resources.
THE DOOM DIE
The monster target the party based on a d6 if tactics do not suggest otherwise.
1: Fighter
2: Rogue
3: Wizard
4: ClericD
5: ClericH
6: Roll again
Adventure!
The group gets through the entrance of the kobold lair with few bruises (Aggro 6. MVP: No one). Then the pit and nothing. But guards anyway. The fighter gets the aggro dice! The fighter has no resources other than HP. Ummmm Ummm... *reroll* The rogue gets the dice! Oooh! In da liver! Scratches & bruises but continue. (Aggro 1 rerolls to 2. MVP: Cleric. Rolls crit.)
Garbage and filth! Roll... Next battle. (Aggro 1 again...3 errr... MVP: Wizard. One turn Spell KO for everyone)
Next room. Click goes the door. Aggro dice... Jinxed die! Jinxed die! Spin around and reroll! Okay 5. Humanity's turn. And he rolls high for initiative. First action laserbeam. Oh (censored)! Maybe I didn't read that spell right. DAYUM! Welp... another easy fight now. Yup. Easy. (Aggro 1 rerolled to 5. MVP: Cleric & Fighter. both start fight with megadamage. LOL of the fight. Rogue hides. Battle over before sneak attack.)
Onward. Aggro and Initiative dice shine on the rogue. Wait til next turn he says. Not much when it happens though. Run ye dwarf cleric before you drop. Too late. Sorry the fighter is a horrible tank. But they win. (Aggro: 2 and 1 errr... 4. MVP:Fighter Megadamage)
Okay now for other talky stuff. Success too easy. What if they fight it out. All aggro... except the rogue who is out of resources and the fighter who never had any and the human cleric who is outta spells after saving the other cleric. But the wizard had 2 spells and the dwarf cleric had one. Lullabies and force hammers.
Thoughts:
Fighter: The playtest fighter's damage is crazy.... but unless you improvise or stunt, it is attack attack attack. If koblods were not so weak, the fighter might get bored or be CONSTANTLY looking for terrain/objects to abuse.
Rogue: Noncombatant mostly with the scripted actions. He did make more of the skill checks though.
Wizard: The at-wills were go for clean up or "minions". The spells erase fights as usual.
The Clerics: The laserbeam is deadly. They don't overshadow anyone. Spell amount is just about right. Both seem fun.
If I ran all 5 PCs in the cave and preprogrammed their actions, what will be the result?
FIGHTOR- Attack the enemy over and over from toughest to weakest
STABBOR-Hide behind cleric or fighter, then sneak attack
BLASTOTRON- Zap whoever the fighter is attacking with Light spammed on his staff
HAMMOR- Attack the enemy over and over from weakest to toughest
LAZOR- Zap whoever the cleric is attacking
The Aggro Die!
On the 1st round and every 3 rounds thereafter, I roll a d6 to see who uses their limited resources.
1: Fighter goes aggressive
2: Rogue goes aggressive
3: Wizard goes aggressive
4: ClericD goes aggressive
5: ClericH goes aggressive
6: Conservative fighting. No one spends resources.
THE DOOM DIE
The monster target the party based on a d6 if tactics do not suggest otherwise.
1: Fighter
2: Rogue
3: Wizard
4: ClericD
5: ClericH
6: Roll again
Adventure!
The group gets through the entrance of the kobold lair with few bruises (Aggro 6. MVP: No one). Then the pit and nothing. But guards anyway. The fighter gets the aggro dice! The fighter has no resources other than HP. Ummmm Ummm... *reroll* The rogue gets the dice! Oooh! In da liver! Scratches & bruises but continue. (Aggro 1 rerolls to 2. MVP: Cleric. Rolls crit.)
Garbage and filth! Roll... Next battle. (Aggro 1 again...3 errr... MVP: Wizard. One turn Spell KO for everyone)
Next room. Click goes the door. Aggro dice... Jinxed die! Jinxed die! Spin around and reroll! Okay 5. Humanity's turn. And he rolls high for initiative. First action laserbeam. Oh (censored)! Maybe I didn't read that spell right. DAYUM! Welp... another easy fight now. Yup. Easy. (Aggro 1 rerolled to 5. MVP: Cleric & Fighter. both start fight with megadamage. LOL of the fight. Rogue hides. Battle over before sneak attack.)
Onward. Aggro and Initiative dice shine on the rogue. Wait til next turn he says. Not much when it happens though. Run ye dwarf cleric before you drop. Too late. Sorry the fighter is a horrible tank. But they win. (Aggro: 2 and 1 errr... 4. MVP:Fighter Megadamage)
Okay now for other talky stuff. Success too easy. What if they fight it out. All aggro... except the rogue who is out of resources and the fighter who never had any and the human cleric who is outta spells after saving the other cleric. But the wizard had 2 spells and the dwarf cleric had one. Lullabies and force hammers.
Thoughts:
Fighter: The playtest fighter's damage is crazy.... but unless you improvise or stunt, it is attack attack attack. If koblods were not so weak, the fighter might get bored or be CONSTANTLY looking for terrain/objects to abuse.
Rogue: Noncombatant mostly with the scripted actions. He did make more of the skill checks though.
Wizard: The at-wills were go for clean up or "minions". The spells erase fights as usual.
The Clerics: The laserbeam is deadly. They don't overshadow anyone. Spell amount is just about right. Both seem fun.