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General Tabletop Discussion
*Dungeons & Dragons
Passive or Active Fighting Styles?
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<blockquote data-quote="Don Durito" data-source="post: 7905064" data-attributes="member: 6687260"><p>The 13th Age fighter is not great. Althouh I think this is as much about the particular maneuvers it gets being too small and situational as anything else.</p><p></p><p>But Flexible attacks solve the two weapon fighting issue pretty well. The ranger just gets a second attack when the D20 roll is even. Done. It's arbritrary, but there's no real way to optimise that. (Whereas with the Essentials Scout, because your second attack depended on the first hitting, it was obvous that your best move was to <em>always </em>increase accuracy every chance you can). This was more what I had in mind.</p><p></p><p>I've wondered if there is some design space there in the idea of features that either can't really be optimised or are even anti-optimisation.</p><p></p><p>Take for example this (which I guess could be a fighting style):</p><p>Combat superiority (needs new name): <em>You have learnt to maneuver your enemies so that even their successful defences force them to leave you openings you can take advantage of.</em></p><p>When you miss an attack against an enemy take a D6. On your next successful hit add the D6 to your damage roll. These D6 are cumulative, but you may never hold more than your proficiency.</p><p></p><p>Something like this seems actively safe - the <em>more</em> optimised a character is, the less extra damage it would be contributing. And there's no way to optimise for it because it's still always going to be better to hit than to miss.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7905064, member: 6687260"] The 13th Age fighter is not great. Althouh I think this is as much about the particular maneuvers it gets being too small and situational as anything else. But Flexible attacks solve the two weapon fighting issue pretty well. The ranger just gets a second attack when the D20 roll is even. Done. It's arbritrary, but there's no real way to optimise that. (Whereas with the Essentials Scout, because your second attack depended on the first hitting, it was obvous that your best move was to [I]always [/I]increase accuracy every chance you can). This was more what I had in mind. I've wondered if there is some design space there in the idea of features that either can't really be optimised or are even anti-optimisation. Take for example this (which I guess could be a fighting style): Combat superiority (needs new name): [I]You have learnt to maneuver your enemies so that even their successful defences force them to leave you openings you can take advantage of.[/I] When you miss an attack against an enemy take a D6. On your next successful hit add the D6 to your damage roll. These D6 are cumulative, but you may never hold more than your proficiency. Something like this seems actively safe - the [I]more[/I] optimised a character is, the less extra damage it would be contributing. And there's no way to optimise for it because it's still always going to be better to hit than to miss. [/QUOTE]
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Passive or Active Fighting Styles?
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