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Rule of Three: 20/3/12
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<blockquote data-quote="KesselZero" data-source="post: 5856673" data-attributes="member: 6689976"><p>1. I'm torn on the minion issue; I think both sides make good points. But I think I lean towards the Ro3 concept here. I love minions, but they're very gamey, and players are always looking for them then calling them out. Plus I really support the stated design goal of flattening the math so lower-level monsters stay threatening for longer, and this is a logical consequence of that. Lastly, I think the feel and flavor of hitting level 6 and killing lots of the same orcs who troubled you at level 1 is much better than hitting level 6 and killing lots of orcs who have level 6 AC but 1 HP. You'll still have roughly the same chance of hitting each other, but your improved damage will put the hurt on them much quicker. My only concern is that they account for the lack of scaling damage, hopefully by flattening the HP curve somewhat as well (though that's just my personal preference).</p><p> </p><p>2. I agree with the call for Unaligned to stay in as seperate from True Neutral, and I think what RT is saying is that alignment won't have mechanical effects for normal creatures (mean Farmer Bob, e.g., or evil orcs). It'll only have mechanical effects with creatures that are pure expressions of that alignment: angels, devils, divine avatars, etc. He says, "the execution of those mechanics should serve that goal, and really only apply when dealing with the powerful, elemental forces of alignments, not someone who just behaves a certain way." So no effect outside of RP guidance for normal creatures, and probably mechanical effects only at higher levels, too.</p><p> </p><p>3. My reading of the fighter thing is actually that the 3e multiple attack bonus mechanic might be back. He specifically says "a mix-and-match system combining maneuvers and multiple attacks; on my turn, I charge the orc, then use my next attack to disarm him, and my final attack to push him back away from the weapon he dropped." So maybe we'll have something like the +11/+6/+1 BAB, and you can choose to make three attacks, three maneuvers, or some combo; plus, you could choose which bonuses to use for which choices based on how important you think it is to disarm rather than deal damage rather than trip.</p></blockquote><p></p>
[QUOTE="KesselZero, post: 5856673, member: 6689976"] 1. I'm torn on the minion issue; I think both sides make good points. But I think I lean towards the Ro3 concept here. I love minions, but they're very gamey, and players are always looking for them then calling them out. Plus I really support the stated design goal of flattening the math so lower-level monsters stay threatening for longer, and this is a logical consequence of that. Lastly, I think the feel and flavor of hitting level 6 and killing lots of the same orcs who troubled you at level 1 is much better than hitting level 6 and killing lots of orcs who have level 6 AC but 1 HP. You'll still have roughly the same chance of hitting each other, but your improved damage will put the hurt on them much quicker. My only concern is that they account for the lack of scaling damage, hopefully by flattening the HP curve somewhat as well (though that's just my personal preference). 2. I agree with the call for Unaligned to stay in as seperate from True Neutral, and I think what RT is saying is that alignment won't have mechanical effects for normal creatures (mean Farmer Bob, e.g., or evil orcs). It'll only have mechanical effects with creatures that are pure expressions of that alignment: angels, devils, divine avatars, etc. He says, "the execution of those mechanics should serve that goal, and really only apply when dealing with the powerful, elemental forces of alignments, not someone who just behaves a certain way." So no effect outside of RP guidance for normal creatures, and probably mechanical effects only at higher levels, too. 3. My reading of the fighter thing is actually that the 3e multiple attack bonus mechanic might be back. He specifically says "a mix-and-match system combining maneuvers and multiple attacks; on my turn, I charge the orc, then use my next attack to disarm him, and my final attack to push him back away from the weapon he dropped." So maybe we'll have something like the +11/+6/+1 BAB, and you can choose to make three attacks, three maneuvers, or some combo; plus, you could choose which bonuses to use for which choices based on how important you think it is to disarm rather than deal damage rather than trip. [/QUOTE]
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