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
*Dungeons & Dragons
Modos RPG: the DIY RPG
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="GMMichael" data-source="post: 6377612" data-attributes="member: 6685730"><p><strong>Playtest Feedback</strong></p><p></p><p>Open discussion on playtest issues follows (postures at end):</p><p></p><p>3 action economy: very different from standard action+movement action, because you don't have to wait for your turn to act - you can respond at any time. Also, you don't have time to defend against any and all attacks - you must use actions to defend, or hope that your armor will handle the rest.</p><p></p><p>Delay: waiting until after another character acts can be achieved by simply reacting to that character's actions (concurrently), or delaying. As the rules stand, there is an unnecessary cost of one action in order to change one's initiative. The effective price is either A) taking a lower initiative and losing some priority in action resolution order, or B) taking a higher initiative by waiting until the next round, effectively giving up your chance for a combined action in the current round.</p><p></p><p>Spellcasting: the cast spell contest serves double-duty. It determines if your spellcasting effort was strong enough to make magic happen (minimum 11), and it sets the level that defenders of the spell must beat to successfully defend against the spell. The cast spell skill generally requires two more rolls than other skills - one for determining casting damage (spell points used) and one for preventing that damage (casting endurance/experience). Taking half is important in speeding up this process.</p><p></p><p>Posture: Modos uses one-dimensional positioning to simplify and accelerate combat. All combatants have a posture which affects the percentage of damage that they inflict on opponents: offensive or defensive. Each posture is an abstract position: they're not a "where" on the battlefield, but a "what your character's doing" on the battlefield. More discussion can be found on <a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1087" target="_blank">pages 35 and 36 of the rulebook</a>.</p><p></p><p>The issue at hand: PCs are not allowed to offensively engage defensive opponents, who have an offensive comrade, without making a flanking maneuver - which usually requires movement and sneaking. Further, flanking creates two more classes of postures: flanking offensive, and flanking defensive. This creates a situation of, "while you're engaging the swordsman, your three friends are not allowed to directly engage the enemy archer (without flanking), because he's in defensive posture."</p><p></p><p>Solution 1: remove postures in favor of numbered ranks. Each character has a rank, and opponents can occupy the same rank. Moving through a rank that contains an enemy requires a successful movement contest. Damage percentages are determined by -how many- ranks lie between you and your opponent, not what posture each character uses.</p><p></p><p>Solution 2: each character occupies a column in addition to a posture/rank. If your column is not adjacent to an offensive enemy's column, you can engage defensive enemies without issue.</p><p></p><p>Solution 3: ease the flanking rule restriction of requiring sneakiness. To engage the aforementioned archer (and get around the swordsman), a defensive PC must use one movement action to "leave combat," and another movement to re-engage the archer. This places the PC in "Flanking Offensive" posture, and requires extra actions to simulate his efforts to engage a defensive opponent while avoiding an offensive opponent. Those extra actions also grant the archer a chance (or two) to flee. It seems that a Flanking Defensive posture is unnecessary, because it would effectively act as a normal defensive posture.</p><p></p><p>Solution 4: (your idea here!)</p><p></p><p>Any and all ideas welcome!</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6377612, member: 6685730"] [b]Playtest Feedback[/b] Open discussion on playtest issues follows (postures at end): 3 action economy: very different from standard action+movement action, because you don't have to wait for your turn to act - you can respond at any time. Also, you don't have time to defend against any and all attacks - you must use actions to defend, or hope that your armor will handle the rest. Delay: waiting until after another character acts can be achieved by simply reacting to that character's actions (concurrently), or delaying. As the rules stand, there is an unnecessary cost of one action in order to change one's initiative. The effective price is either A) taking a lower initiative and losing some priority in action resolution order, or B) taking a higher initiative by waiting until the next round, effectively giving up your chance for a combined action in the current round. Spellcasting: the cast spell contest serves double-duty. It determines if your spellcasting effort was strong enough to make magic happen (minimum 11), and it sets the level that defenders of the spell must beat to successfully defend against the spell. The cast spell skill generally requires two more rolls than other skills - one for determining casting damage (spell points used) and one for preventing that damage (casting endurance/experience). Taking half is important in speeding up this process. Posture: Modos uses one-dimensional positioning to simplify and accelerate combat. All combatants have a posture which affects the percentage of damage that they inflict on opponents: offensive or defensive. Each posture is an abstract position: they're not a "where" on the battlefield, but a "what your character's doing" on the battlefield. More discussion can be found on [URL="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1087"]pages 35 and 36 of the rulebook[/URL]. The issue at hand: PCs are not allowed to offensively engage defensive opponents, who have an offensive comrade, without making a flanking maneuver - which usually requires movement and sneaking. Further, flanking creates two more classes of postures: flanking offensive, and flanking defensive. This creates a situation of, "while you're engaging the swordsman, your three friends are not allowed to directly engage the enemy archer (without flanking), because he's in defensive posture." Solution 1: remove postures in favor of numbered ranks. Each character has a rank, and opponents can occupy the same rank. Moving through a rank that contains an enemy requires a successful movement contest. Damage percentages are determined by -how many- ranks lie between you and your opponent, not what posture each character uses. Solution 2: each character occupies a column in addition to a posture/rank. If your column is not adjacent to an offensive enemy's column, you can engage defensive enemies without issue. Solution 3: ease the flanking rule restriction of requiring sneakiness. To engage the aforementioned archer (and get around the swordsman), a defensive PC must use one movement action to "leave combat," and another movement to re-engage the archer. This places the PC in "Flanking Offensive" posture, and requires extra actions to simulate his efforts to engage a defensive opponent while avoiding an offensive opponent. Those extra actions also grant the archer a chance (or two) to flee. It seems that a Flanking Defensive posture is unnecessary, because it would effectively act as a normal defensive posture. Solution 4: (your idea here!) Any and all ideas welcome! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Modos RPG: the DIY RPG
Top