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<blockquote data-quote="seskis281" data-source="post: 3734610" data-attributes="member: 41593"><p>A legitimate question - I guess it depends on the individual.</p><p></p><p>Thinking a little more on it, I think I have an example of how the Siege mechanic works when using it as an applicator of feat-like endeavours:</p><p></p><p>Part of the basics of the Siege engine is the CK-defined Base Challenge Rating. When a player asks to do something, such as "charge in and in whirlwind attack multiple opponents," simply utilize the base check at early levels and 1st attempts. Set the Base CR according to who's doing it - i.e. the fighter trying it versus the illusionist (the latter should be exceedingly high). </p><p></p><p>After a few levels and successful uses of a particular "feat" (using that term to simply describe the individual action), allow that move to become a standard part of the character's repetoire as if they have "learned it," and roll primarily for critical failure from that point on only. </p><p></p><p>Then simply set the parameters of the move - i.e. you may attack up to 4 opponents within your reach of the whirlwind, -1 against 1st target, -2 against second, -3 against third, and damage is 75% against 1st target, 50% against 2nd, and 25% for last two potential targets.</p><p></p><p>It would take me all of a minute max to do that - and I think the key would be to have players think on "specialty" actions or "feats" they want to develop for their characters (I had a wizard wanted to wield two wands like guns from his belt... ok, this didn't exist in the rules - and that was 3.0 - so I did something similar where he'd try it, and it took lots of messed up rounds and levels before he succeeded a few times and it became his trademark combat move). If there's good communication, then the CK (GM) can take a few minutes before sessions to set up conditions like the one I exampled here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="seskis281, post: 3734610, member: 41593"] A legitimate question - I guess it depends on the individual. Thinking a little more on it, I think I have an example of how the Siege mechanic works when using it as an applicator of feat-like endeavours: Part of the basics of the Siege engine is the CK-defined Base Challenge Rating. When a player asks to do something, such as "charge in and in whirlwind attack multiple opponents," simply utilize the base check at early levels and 1st attempts. Set the Base CR according to who's doing it - i.e. the fighter trying it versus the illusionist (the latter should be exceedingly high). After a few levels and successful uses of a particular "feat" (using that term to simply describe the individual action), allow that move to become a standard part of the character's repetoire as if they have "learned it," and roll primarily for critical failure from that point on only. Then simply set the parameters of the move - i.e. you may attack up to 4 opponents within your reach of the whirlwind, -1 against 1st target, -2 against second, -3 against third, and damage is 75% against 1st target, 50% against 2nd, and 25% for last two potential targets. It would take me all of a minute max to do that - and I think the key would be to have players think on "specialty" actions or "feats" they want to develop for their characters (I had a wizard wanted to wield two wands like guns from his belt... ok, this didn't exist in the rules - and that was 3.0 - so I did something similar where he'd try it, and it took lots of messed up rounds and levels before he succeeded a few times and it became his trademark combat move). If there's good communication, then the CK (GM) can take a few minutes before sessions to set up conditions like the one I exampled here. ;) [/QUOTE]
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