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Mustrum's Mythical Fighter Techniques
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5973811" data-attributes="member: 710"><p>I disagree to some extent, as seen in my example abilities. If you spend a few hours talking to people and put a lot of effort into it into convincing to help me (be it with smart words, threats, or beating someone up), it will strain you mentally and physically. The same applies for trying to keep coordinating your team mates while you are busy fighting yourself! Likewise, if you really want to scream a bunch of people down from fighting, that will not be an easy task.</p><p></p><p>That is what my stamina/technique system is trying to do. It is no more abstract in that than the hit point system really. (Of course, you may dislike the hit point system vagenuess already and don't want another one added to the game either.)</p><p></p><p>Also, I have to ask: How do you deal with the Playtest Fighter's Surge ability?</p><p></p><p>---</p><p></p><p><strong>Watchmen's Search </strong>(Level 3)</p><p><em>You search thoroughly for anything of interest, leaving nothing unturned - you may make a big mess and meet disapproval by your more subtle friends, but you are sure thorough</em></p><p>During a search you can spend 1 stamina to grant yourself and your allies advantage on all checks to find whatever you are looking for. This covers an area of up to 50 x 50 ft and up to 20 ft high, and requires 2d4+1 minutes. There are some drawbacks to this method - instead of advantage, you and your allies suffer disadvantage on all checks to detect or avoid a trap, and any trap attacks have advantage against you. If there is a doubt who would trigger a trap, it's you. You cannot make any stealth checks to escape notice (but your allies may be able to do so), and the fact that someone searched the room is evident afterwards and can generally not be undone.</p><p></p><p></p><p>---</p><p></p><p>I could also see similar systems for Rogues and Rangers</p><p></p><p>Rogues: Have two pools - Finesse and Cunning.</p><p>Finesse is for physical stuff that is thematically appropriate for Rogues - evasive maneuvers, stealth and sneaky attacks, and so on, and Cunning for mental/social stuff. Both can help in the area of exploration.</p><p>Rangers: May have Stamina and Finesse</p><p>Barbarbians: Could also have Stamina, but a few unique abilities. Where the Fighter has Death Marks, the Barbarian may have Rage.</p><p>Warlords may have Stamina and Cunning</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5973811, member: 710"] I disagree to some extent, as seen in my example abilities. If you spend a few hours talking to people and put a lot of effort into it into convincing to help me (be it with smart words, threats, or beating someone up), it will strain you mentally and physically. The same applies for trying to keep coordinating your team mates while you are busy fighting yourself! Likewise, if you really want to scream a bunch of people down from fighting, that will not be an easy task. That is what my stamina/technique system is trying to do. It is no more abstract in that than the hit point system really. (Of course, you may dislike the hit point system vagenuess already and don't want another one added to the game either.) Also, I have to ask: How do you deal with the Playtest Fighter's Surge ability? --- [B]Watchmen's Search [/B](Level 3) [I]You search thoroughly for anything of interest, leaving nothing unturned - you may make a big mess and meet disapproval by your more subtle friends, but you are sure thorough[/I] During a search you can spend 1 stamina to grant yourself and your allies advantage on all checks to find whatever you are looking for. This covers an area of up to 50 x 50 ft and up to 20 ft high, and requires 2d4+1 minutes. There are some drawbacks to this method - instead of advantage, you and your allies suffer disadvantage on all checks to detect or avoid a trap, and any trap attacks have advantage against you. If there is a doubt who would trigger a trap, it's you. You cannot make any stealth checks to escape notice (but your allies may be able to do so), and the fact that someone searched the room is evident afterwards and can generally not be undone. --- I could also see similar systems for Rogues and Rangers Rogues: Have two pools - Finesse and Cunning. Finesse is for physical stuff that is thematically appropriate for Rogues - evasive maneuvers, stealth and sneaky attacks, and so on, and Cunning for mental/social stuff. Both can help in the area of exploration. Rangers: May have Stamina and Finesse Barbarbians: Could also have Stamina, but a few unique abilities. Where the Fighter has Death Marks, the Barbarian may have Rage. Warlords may have Stamina and Cunning [/QUOTE]
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