Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Superiority Dice? How many and often?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Orlax" data-source="post: 6734809" data-attributes="member: 6801305"><p>It's the fighter's mechanic. Stop trying to take the fighter's cool stuff and hand it to other people. That was regularly indicated as an issue drawn with earlier editions. That the fighter never gets to keep its toys. This was heartily identified in the play test.</p><p></p><p>Come up with other systems to power the warlord. I know I am. I'm doing a command complexity system. On your turn you can take an action to formulate a strategy to call it out to your allys. The strategy is composed of strategic components. Different components cost a different number of points (such as movement costs 1 point or a granted attack costs 2), you can combine different pieces to form a full command (int mod max on how many points you can spend in a turn so with an int of 16 you can issue a move and attack on one turn). In order to regain points you can use your action to roll your command die (starts at d4 ends at d12 at max levels) and regain that many points, your pool maximum is the highest number on your command die. If you start your turn with 0 points roll the command die for free (no action). </p><p></p><p>Number of strategic components known starts at three then grows with level (though I may change that because there aren't all that many components and there are a lot of restrictions on then being able to issue commands)</p><p></p><p>Of course as you level and depending upon what subclass you take certain interactions change, like one subclass will definitely have a feature for if you use your action to issue strategic advice you may also make an attack.</p><p></p><p>I'm actually nesting healing and bolstering with temp into this structure as well. Healing will have a variable cost which determines how much you heal (points spent equals number of command dice rolled to figure out how much you heal) with an added restriction of an ally can only benefit from the heal ability once per short or long rest (possibly only once per long rest), and the temp hit points ability will have a variable cost which determines number of targets to receive a command die worth of temp hp (might just turn into a 2 cost that hands a command die with of temp to all allows within your commanding presence cha mod*10 feet). </p><p></p><p>Also most of the strategic components include expanding the capabilities that a character has on their next turn not giving them off turn actions (it's been stated as something the design team wants to stay away from so I'm staying away from of turn action grants, it also avoids the rogue issue outright). So if you use the attack component the target of that component gets an extra attack on their attack action next turn.</p><p></p><p>I'm just not really interested in trying to take superiority dice from fighter's when there are so many other possibilities for how to handle the command structures that incentivizes issuing commands rather than using the dice pool for damage.</p></blockquote><p></p>
[QUOTE="Orlax, post: 6734809, member: 6801305"] It's the fighter's mechanic. Stop trying to take the fighter's cool stuff and hand it to other people. That was regularly indicated as an issue drawn with earlier editions. That the fighter never gets to keep its toys. This was heartily identified in the play test. Come up with other systems to power the warlord. I know I am. I'm doing a command complexity system. On your turn you can take an action to formulate a strategy to call it out to your allys. The strategy is composed of strategic components. Different components cost a different number of points (such as movement costs 1 point or a granted attack costs 2), you can combine different pieces to form a full command (int mod max on how many points you can spend in a turn so with an int of 16 you can issue a move and attack on one turn). In order to regain points you can use your action to roll your command die (starts at d4 ends at d12 at max levels) and regain that many points, your pool maximum is the highest number on your command die. If you start your turn with 0 points roll the command die for free (no action). Number of strategic components known starts at three then grows with level (though I may change that because there aren't all that many components and there are a lot of restrictions on then being able to issue commands) Of course as you level and depending upon what subclass you take certain interactions change, like one subclass will definitely have a feature for if you use your action to issue strategic advice you may also make an attack. I'm actually nesting healing and bolstering with temp into this structure as well. Healing will have a variable cost which determines how much you heal (points spent equals number of command dice rolled to figure out how much you heal) with an added restriction of an ally can only benefit from the heal ability once per short or long rest (possibly only once per long rest), and the temp hit points ability will have a variable cost which determines number of targets to receive a command die worth of temp hp (might just turn into a 2 cost that hands a command die with of temp to all allows within your commanding presence cha mod*10 feet). Also most of the strategic components include expanding the capabilities that a character has on their next turn not giving them off turn actions (it's been stated as something the design team wants to stay away from so I'm staying away from of turn action grants, it also avoids the rogue issue outright). So if you use the attack component the target of that component gets an extra attack on their attack action next turn. I'm just not really interested in trying to take superiority dice from fighter's when there are so many other possibilities for how to handle the command structures that incentivizes issuing commands rather than using the dice pool for damage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Superiority Dice? How many and often?
Top