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<blockquote data-quote="AbdulAlhazred" data-source="post: 6930197" data-attributes="member: 82106"><p>I really wasn't sold on the pluggable combat roles. In many ways it IS a nice design. However, its not necessary to go that far afield from 4e mechanics to achieve what they achieved. In my own hack there are NO non-static bonuses whatsoever. You either get advantage or disadvantage (ala 5e). Anything that doesn't qualify as being significant enough for one or the other is simply ignored. I removed almost all durations, everything either lasts to the end of the encounter, or it ends at the end of the target's next turn. No saves, no ongoing effects, nothing. This WORKS, it works WELL, combat encounters are significantly streamlined in terms of mental engagement with the rules systems and the processing of game turns. This leaves more room for true tactical thinking and narrative play. It also has a modest effect on shortening encounter play times, particularly in situations where the opposition (or I suppose the party for that matter) is mostly outclassed in combat terms. I also included morale as an explicit mechanic, which shows a good potential to end time-wasting scenarios more quickly (you could of course eyeball that in 4e, but actually stating it as a mechanic seems to be pleasing to the players, they don't feel so much like encounters are 'staged' affairs).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6930197, member: 82106"] I really wasn't sold on the pluggable combat roles. In many ways it IS a nice design. However, its not necessary to go that far afield from 4e mechanics to achieve what they achieved. In my own hack there are NO non-static bonuses whatsoever. You either get advantage or disadvantage (ala 5e). Anything that doesn't qualify as being significant enough for one or the other is simply ignored. I removed almost all durations, everything either lasts to the end of the encounter, or it ends at the end of the target's next turn. No saves, no ongoing effects, nothing. This WORKS, it works WELL, combat encounters are significantly streamlined in terms of mental engagement with the rules systems and the processing of game turns. This leaves more room for true tactical thinking and narrative play. It also has a modest effect on shortening encounter play times, particularly in situations where the opposition (or I suppose the party for that matter) is mostly outclassed in combat terms. I also included morale as an explicit mechanic, which shows a good potential to end time-wasting scenarios more quickly (you could of course eyeball that in 4e, but actually stating it as a mechanic seems to be pleasing to the players, they don't feel so much like encounters are 'staged' affairs). [/QUOTE]
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