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Superiority Dice, Psi Dice, and a Way to do Psionics
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<blockquote data-quote="jmartkdr2" data-source="post: 8675068" data-attributes="member: 7017304"><p>One other thing: I would want to make superiority dice fully fungible with bardic inspiration - if you have access to both, they become one resource pool (much like spell slots form different classes) and if you are given an inspriation die and know maneuvers, you can use the inspiration die as a superiority die.</p><p></p><p>Some other thoughts I've had:</p><p></p><p>Spellstrike as a maneuver covers a <em>lot</em> of ground in making gish concepts work without needing a new class or dozens of subclasses. Just multiclass (gishes are kind of a gamey concept anyways, I say as a huge gish fan). Something like "spend a superiority die and a spell slot, if the weapon attack hits so does the spell." But wordier.</p><p></p><p>Stances as a type of maneuver that grants a static bonus for a duration, only one stance at a time (the concentration spells of maneuvers, but you don't lose them for getting hit unless you're knocked out or a special rule is involved) How these interact with Fighting Styles is a bit rougher to figure out.</p><p></p><p>I would allow for magical maneuvers - ie Strike Spell that lets you hit an active spell / spell being cast and disrupt it. I love the visual on this particularly. Not for every class/subclass would have access to these - a fighter would only get the magical maneuvers of their subclass (if any), and paladins would only get paladin-y ones, but monks/psions/bladesingers can have a lot.</p><p></p><p>Certain weapons can grant maneuvers (ie tridents and swordbreaker can be used for the disarm maneuver) without knowing the maneuver although they don't grant dice. Magic weapons can go nuts with this, teaching maneivers, granting dice, etc. Intelligent weapons should pretty much all have such features IMO.</p><p></p><p> They really ought to put a "Normal" paragraph for some maneuvers, like they did for 3e feats. "<strong>Normal: </strong>Without this maneuver, your can use the Shove special attack (see page XX) to knock enemies prone." "<strong>Normal: </strong>characters are assumed to be attempting to parry most attacks that target them, this is factored into the character's Armor Class. This maneuver represents an exceptional parry." <strong>Normal:</strong> Intimidating enemies is usually an Action. The dm sets the dc and decides how intimidated enemies are effected - they may choose not to use the <em>frightened</em> condition."</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8675068, member: 7017304"] One other thing: I would want to make superiority dice fully fungible with bardic inspiration - if you have access to both, they become one resource pool (much like spell slots form different classes) and if you are given an inspriation die and know maneuvers, you can use the inspiration die as a superiority die. Some other thoughts I've had: Spellstrike as a maneuver covers a [I]lot[/I] of ground in making gish concepts work without needing a new class or dozens of subclasses. Just multiclass (gishes are kind of a gamey concept anyways, I say as a huge gish fan). Something like "spend a superiority die and a spell slot, if the weapon attack hits so does the spell." But wordier. Stances as a type of maneuver that grants a static bonus for a duration, only one stance at a time (the concentration spells of maneuvers, but you don't lose them for getting hit unless you're knocked out or a special rule is involved) How these interact with Fighting Styles is a bit rougher to figure out. I would allow for magical maneuvers - ie Strike Spell that lets you hit an active spell / spell being cast and disrupt it. I love the visual on this particularly. Not for every class/subclass would have access to these - a fighter would only get the magical maneuvers of their subclass (if any), and paladins would only get paladin-y ones, but monks/psions/bladesingers can have a lot. Certain weapons can grant maneuvers (ie tridents and swordbreaker can be used for the disarm maneuver) without knowing the maneuver although they don't grant dice. Magic weapons can go nuts with this, teaching maneivers, granting dice, etc. Intelligent weapons should pretty much all have such features IMO. They really ought to put a "Normal" paragraph for some maneuvers, like they did for 3e feats. "[B]Normal: [/B]Without this maneuver, your can use the Shove special attack (see page XX) to knock enemies prone." "[B]Normal: [/B]characters are assumed to be attempting to parry most attacks that target them, this is factored into the character's Armor Class. This maneuver represents an exceptional parry." [B]Normal:[/B] Intimidating enemies is usually an Action. The dm sets the dc and decides how intimidated enemies are effected - they may choose not to use the [I]frightened[/I] condition." [/QUOTE]
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