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Tales of the Valiant Game Master's Guide impressions
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<blockquote data-quote="Distracted DM" data-source="post: 9473130" data-attributes="member: 6894926"><p>Continuing a bit more tonight, let's see...</p><p></p><p>Expanded Special Melee Attacks: Grappling and shoving are common, these are MORE. Before I actually read further, I'll say that I'd be concerned with inundating players with action options. I've been running A5E for 1-2yrs now and it's too much more some players- there are SO MANY features! Adding MORE attack options... well for vanilla DnD/ToV maybe it's great? I like the concept.</p><p></p><p>Dirty tricks, overrunning foes, stealing, moving enemies, heavier shoves and tumbling. Each of these has "if you won by 5 or more" or "if you fail by more than 5" that makes it seem pretty cool... probably a GREAT addition to 5e/TotV. Probably too much to add to A5E with its many martial maneuvers. I really like that if the target beats the PC's attempt by a lot they get to punish them for the attempt (ex: overrun, they can knock you prone).</p><p></p><p>Hitting Cover: tldr if you miss the target cuz of cover but would hit the cover-provider's AC, you hit the target. I've thought about this before but I've never been sure if it's worthwhile... has a fun piece of accompanying art <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Injuries: gives reasons a creature might sustain an injury.</p><p>INJURY TABLE! Oh I could use this for my Dark Sun-inspired game. I've been using DCC tables but this is nice too, and it includes 5e mechanics. Ha, infection! Wow. Oh, it's removed with magical healing... a lot of these are. What group won't have access to a single instance of magical healing? Potions are magical healing, yeah? I guess it's a miracle, blah. Holy crud these include limb loss! Oh man, perfect.</p><p></p><p>Morale! Rules for morale, suggestions when creatures might run, and effects of a group and leader on morale, and how your creatures can rally after broken morale. Someone's been playing miniatures games :'D Fun stuff, I usually wing these rolls but the rules presented are pretty similar to "winging it" "rules;" I guess they're common sense.</p><p></p><p>Parry and Defensive Combat: Oh, interesting? I think a lot of this stuff is more useful for smaller numbers of elite creatures, say FOUL BLACKGUARDS, because managing these little choices of multiple creatures at once would be kind of a pain in the arse. I think the design mechanics are pretty sound, though.</p><p></p><p>Parting Shots: Creature retreating from combat taking parting shots- in real life it's probably effective, but in DnD if the party has forced the enemy into retreat ... a few parting shots won't deter them from running down the foe to prevent survivors from warning others :'D</p><p></p><p><strong>That's the end of the Advanced Combat section, but fear not for there are MORE options and variant rules later on in the book! </strong></p><p><em>Next section is Advanced Exploration, including Unusual Environments, PUZZLES, and Additional Rules. </em></p><p></p><p>Final thought on this section: I love how the book really seems to suggest (to my mind) that each table is going to be its own experience, it's YOUR game. Here are a load of optional rules, see what fits your group... because I really doubt you'll be using ALL of these :'D way too much. Some of these will jump out at some folks and not others... but they all seem pretty mechanically sound, ya know? Even the Called Shot one.</p></blockquote><p></p>
[QUOTE="Distracted DM, post: 9473130, member: 6894926"] Continuing a bit more tonight, let's see... Expanded Special Melee Attacks: Grappling and shoving are common, these are MORE. Before I actually read further, I'll say that I'd be concerned with inundating players with action options. I've been running A5E for 1-2yrs now and it's too much more some players- there are SO MANY features! Adding MORE attack options... well for vanilla DnD/ToV maybe it's great? I like the concept. Dirty tricks, overrunning foes, stealing, moving enemies, heavier shoves and tumbling. Each of these has "if you won by 5 or more" or "if you fail by more than 5" that makes it seem pretty cool... probably a GREAT addition to 5e/TotV. Probably too much to add to A5E with its many martial maneuvers. I really like that if the target beats the PC's attempt by a lot they get to punish them for the attempt (ex: overrun, they can knock you prone). Hitting Cover: tldr if you miss the target cuz of cover but would hit the cover-provider's AC, you hit the target. I've thought about this before but I've never been sure if it's worthwhile... has a fun piece of accompanying art :D Injuries: gives reasons a creature might sustain an injury. INJURY TABLE! Oh I could use this for my Dark Sun-inspired game. I've been using DCC tables but this is nice too, and it includes 5e mechanics. Ha, infection! Wow. Oh, it's removed with magical healing... a lot of these are. What group won't have access to a single instance of magical healing? Potions are magical healing, yeah? I guess it's a miracle, blah. Holy crud these include limb loss! Oh man, perfect. Morale! Rules for morale, suggestions when creatures might run, and effects of a group and leader on morale, and how your creatures can rally after broken morale. Someone's been playing miniatures games :'D Fun stuff, I usually wing these rolls but the rules presented are pretty similar to "winging it" "rules;" I guess they're common sense. Parry and Defensive Combat: Oh, interesting? I think a lot of this stuff is more useful for smaller numbers of elite creatures, say FOUL BLACKGUARDS, because managing these little choices of multiple creatures at once would be kind of a pain in the arse. I think the design mechanics are pretty sound, though. Parting Shots: Creature retreating from combat taking parting shots- in real life it's probably effective, but in DnD if the party has forced the enemy into retreat ... a few parting shots won't deter them from running down the foe to prevent survivors from warning others :'D [B]That's the end of the Advanced Combat section, but fear not for there are MORE options and variant rules later on in the book! [/B] [I]Next section is Advanced Exploration, including Unusual Environments, PUZZLES, and Additional Rules. [/I] Final thought on this section: I love how the book really seems to suggest (to my mind) that each table is going to be its own experience, it's YOUR game. Here are a load of optional rules, see what fits your group... because I really doubt you'll be using ALL of these :'D way too much. Some of these will jump out at some folks and not others... but they all seem pretty mechanically sound, ya know? Even the Called Shot one. [/QUOTE]
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