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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
The Fantasy Tales RPG project - feedback wanted
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="mkill" data-source="post: 5643668" data-attributes="member: 55985"><p>I'll have to test that, once the combat system is complete. I'm missing critical hits, and I have no monsters yet. One idea I was thinking about was to allow adding the level to each hit point block. If this is still to swingy / deadly, I could increase the hit point blocks to four. Combat should be reasonably challenging though, and require use of the leader bonuses / healer healing and defender defenses.</p><p></p><p></p><p></p><p>This could be interesting. The question is how much you want to shoehorn the combat roles into character archetypes, though. D&D4 did a pretty good job to separate these, for example a controller can be a classic wizard as well as a hunter with a spear.</p><p></p><p></p><p></p><p>You make a good point. The attack system and the skill system should be integrated better.</p><p></p><p>To be honest, however, I like classic systems like D&D where the resource allocation for combat abilities and non-combat abilities are separated. Some players tend to optimize for only combat or only skills, which always creates a problem for GMs who want balanced adventures. If both are separate, players create balanced characters without noticing it.</p><p></p><p>The reason why you don't roll Dexterity + Elemental magic to throw lightning at a zombie, is that I don't want to steer PCs towards an ability selection purely for combat bonuses. Most RPGs come with preset notions that, for example, you have to be strong to wield a sword, and smart to throw magic. You can't, say, use Charisma to outfeint your enemy, or Perception to notice an opening.</p><p></p><p>I also want to avoid the situation that a PC totally specializes in, say, axes, and then finds a flaming sword that he really likes but he suddenly has to retrain all abilities. Instead, I just say ... as long as the combat style fits your image of the character, go for it. You want classic dwarf with an axe? Go for it. Or you want him to draw runes on the ground that summon elementals? Sure. You want both? Ok, here you are.</p><p></p><p>After all, the mechanical effect is the same: Roll a d20, and if you roll high enough, you deal damage to one enemy. Why not let the player skin this as he wants? The d12 attacks work similar: roll d12, if you roll high enough, one monster takes damage, plus any of the bonus effects from this list.</p><p></p><p>In my eyes, this makes for cinematic and free-flowing combat - PCs describe what they want to achieve with their attack, and the GM says a) "d20 attack" b) "d12 attack" or c) "d12 attack, but success means XY instead". The d12 attacks on the character sheet should be understood as examples for quick reference.</p></blockquote><p></p>
[QUOTE="mkill, post: 5643668, member: 55985"] I'll have to test that, once the combat system is complete. I'm missing critical hits, and I have no monsters yet. One idea I was thinking about was to allow adding the level to each hit point block. If this is still to swingy / deadly, I could increase the hit point blocks to four. Combat should be reasonably challenging though, and require use of the leader bonuses / healer healing and defender defenses. This could be interesting. The question is how much you want to shoehorn the combat roles into character archetypes, though. D&D4 did a pretty good job to separate these, for example a controller can be a classic wizard as well as a hunter with a spear. You make a good point. The attack system and the skill system should be integrated better. To be honest, however, I like classic systems like D&D where the resource allocation for combat abilities and non-combat abilities are separated. Some players tend to optimize for only combat or only skills, which always creates a problem for GMs who want balanced adventures. If both are separate, players create balanced characters without noticing it. The reason why you don't roll Dexterity + Elemental magic to throw lightning at a zombie, is that I don't want to steer PCs towards an ability selection purely for combat bonuses. Most RPGs come with preset notions that, for example, you have to be strong to wield a sword, and smart to throw magic. You can't, say, use Charisma to outfeint your enemy, or Perception to notice an opening. I also want to avoid the situation that a PC totally specializes in, say, axes, and then finds a flaming sword that he really likes but he suddenly has to retrain all abilities. Instead, I just say ... as long as the combat style fits your image of the character, go for it. You want classic dwarf with an axe? Go for it. Or you want him to draw runes on the ground that summon elementals? Sure. You want both? Ok, here you are. After all, the mechanical effect is the same: Roll a d20, and if you roll high enough, you deal damage to one enemy. Why not let the player skin this as he wants? The d12 attacks work similar: roll d12, if you roll high enough, one monster takes damage, plus any of the bonus effects from this list. In my eyes, this makes for cinematic and free-flowing combat - PCs describe what they want to achieve with their attack, and the GM says a) "d20 attack" b) "d12 attack" or c) "d12 attack, but success means XY instead". The d12 attacks on the character sheet should be understood as examples for quick reference. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Fantasy Tales RPG project - feedback wanted
Top