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New take on why expertise dice is a bad mecanic
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6049556" data-attributes="member: 882"><p>I feel like I'm a bit lost trying to figure out whether some of these posts are sarcastic or not, but the OP touches on something that's already been mentioned before. In my opinion, there are a number of flaws with expertise dice, though that's not to say that they aren't without merit, these are just criticisms and worries.</p><p></p><p>What the OP noted is true to some extent. It is difficult to balance per-round abilities when one's actions are already limited on a per-round basis. Out of turn, you decide whether or not to use the dice to take (currently) defensive actions, and in turn you try to use what you have left as best possible. Now, not everything has to be balanced against deadly strike damage, since cleave and whirlwind attack offer tools to spread that damage around, but any maneuver that does something to your single target that round does have to be compared with deadly strike. I think this is limiting.</p><p></p><p>On the subject of per-round abilities, I certainly was hoping for something more encounter-based. I don't mean once per encounter either, with all the flaws that have been noted before, but something more akin to a stamina system. Fighters and the like are exerting themselves during a fight, and the player gets to choose when to spend their reserves of energy and push to get that extra damage or clever maneuver, which can be balanced by different costs. Fighters might get back a stamina every round, as they are reliable, whereas a beserker might get stamina back on a kill, or when significantly damaged.</p><p></p><p>The use of dice also troubles me, because again, I think they are limiting. There is a desire to use the roll of the dice in some way for a given maneuver, since you get better dice as you increase in level. This leads to the monk, for example, being unsure how far he'll move exactly until he spends a dice on it, which is unusual. It also threatens the flattened math because suddenly a character can have +d6 to AC or a saving throw, which is quite beyond any bonuses we've otherwise seen so far.</p><p></p><p>There is also the ubiquitousness of the mechanic at present. I find it odd that reservation was expressed about using it for the monk when there wasn't much fuss made until after complaints when it was extended to the rogue. Especially odd, since the monk has always had increasing dice in its progression, and that the mechanic really suits monk powers. If they're going to have the same progression of dice, and a list of maneuvers that are already design-limited as above, I don't think the mechanic has legs - something else is needed.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6049556, member: 882"] I feel like I'm a bit lost trying to figure out whether some of these posts are sarcastic or not, but the OP touches on something that's already been mentioned before. In my opinion, there are a number of flaws with expertise dice, though that's not to say that they aren't without merit, these are just criticisms and worries. What the OP noted is true to some extent. It is difficult to balance per-round abilities when one's actions are already limited on a per-round basis. Out of turn, you decide whether or not to use the dice to take (currently) defensive actions, and in turn you try to use what you have left as best possible. Now, not everything has to be balanced against deadly strike damage, since cleave and whirlwind attack offer tools to spread that damage around, but any maneuver that does something to your single target that round does have to be compared with deadly strike. I think this is limiting. On the subject of per-round abilities, I certainly was hoping for something more encounter-based. I don't mean once per encounter either, with all the flaws that have been noted before, but something more akin to a stamina system. Fighters and the like are exerting themselves during a fight, and the player gets to choose when to spend their reserves of energy and push to get that extra damage or clever maneuver, which can be balanced by different costs. Fighters might get back a stamina every round, as they are reliable, whereas a beserker might get stamina back on a kill, or when significantly damaged. The use of dice also troubles me, because again, I think they are limiting. There is a desire to use the roll of the dice in some way for a given maneuver, since you get better dice as you increase in level. This leads to the monk, for example, being unsure how far he'll move exactly until he spends a dice on it, which is unusual. It also threatens the flattened math because suddenly a character can have +d6 to AC or a saving throw, which is quite beyond any bonuses we've otherwise seen so far. There is also the ubiquitousness of the mechanic at present. I find it odd that reservation was expressed about using it for the monk when there wasn't much fuss made until after complaints when it was extended to the rogue. Especially odd, since the monk has always had increasing dice in its progression, and that the mechanic really suits monk powers. If they're going to have the same progression of dice, and a list of maneuvers that are already design-limited as above, I don't think the mechanic has legs - something else is needed. [/QUOTE]
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