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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
The Martial Laws
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="FireLance" data-source="post: 4779503" data-attributes="member: 3424"><p>Let's try something constructive. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> In some ways, the martial power source seems to be less flexible than the others because it lacks the convenient "it's magic!" handwave, and not everyone likes the idea of narrative-based explanations for martial effects.</p><p></p><p><strong><u>You</u></strong> have been asked by WotC to write a set of <u>flavor</u> guidelines for the martial power source which will be used to guide the modification of current powers (errata) and the development of future powers. <u>What would you like to have as your martial laws?</u> Feel free to describe what you think martial powers should or should not be able to do, and how the martial power source should relate to various keywords and conditions, but avoid detailed mechanical rule-writing (I want to keep this in General and not get it slid to House Rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). </p><p></p><p>Please keep your posts positive: if you disagree with another poster, don't tell him he's wrong - just state your own alternate opinion instead. </p><p></p><p>My own views are in the sblock. Read them before you post if you want, or come back and read them after you've posted if you don't want to be spoiled.</p><p>[SBLOCK]Martial powers should generally affect the user (personal range) or require the user to physically touch or manipulate the target in some way, e.g. hit it with a weapon. Rarely, a martial power may affect the target if it sees or hears the user. Such powers may be less effective (or ineffective) against blinded or deafened targets.</p><p></p><p>Martial attack powers deal untyped damage. Damage of other types should only be dealt because of special equipment possessed by the user.</p><p></p><p>Martial powers may provide the user with special movement capabilities, but these are still basically mundane: shifts, or bonuses and enhancements to (or even automatic successes with) Acrobatics, Athletics, Endurance, or Stealth checks, but no flight or teleportation. </p><p></p><p>Martial powers may allow the user to influence the actions of other creatures, but again, these should be basically mundane: what could conceivably be achieved through a Bluff, Diplomacy or Intimidate check, or possibly, through incredible luck.</p><p></p><p>Martial attack powers may impose most conditions, with the exception of dominated and petrified. Martial abilities may impose forced movement, but push effects should require physical impact or the Intimidate skill, while pull and slide effects should be limited to the user's reach or require the Bluff skill.</p><p></p><p>Martial powers should be more effective at providing temporary hit points than restoring hit points. Martial healing powers may represent adrenaline surges, renewed vigor and determination, or the ability to keep fighting despite wounds, and may require training in Endurance (if the power affects the user), Diplomacy or Heal.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="FireLance, post: 4779503, member: 3424"] Let's try something constructive. :) In some ways, the martial power source seems to be less flexible than the others because it lacks the convenient "it's magic!" handwave, and not everyone likes the idea of narrative-based explanations for martial effects. [B][U]You[/U][/B] have been asked by WotC to write a set of [U]flavor[/U] guidelines for the martial power source which will be used to guide the modification of current powers (errata) and the development of future powers. [U]What would you like to have as your martial laws?[/U] Feel free to describe what you think martial powers should or should not be able to do, and how the martial power source should relate to various keywords and conditions, but avoid detailed mechanical rule-writing (I want to keep this in General and not get it slid to House Rules ;)). Please keep your posts positive: if you disagree with another poster, don't tell him he's wrong - just state your own alternate opinion instead. My own views are in the sblock. Read them before you post if you want, or come back and read them after you've posted if you don't want to be spoiled. [SBLOCK]Martial powers should generally affect the user (personal range) or require the user to physically touch or manipulate the target in some way, e.g. hit it with a weapon. Rarely, a martial power may affect the target if it sees or hears the user. Such powers may be less effective (or ineffective) against blinded or deafened targets. Martial attack powers deal untyped damage. Damage of other types should only be dealt because of special equipment possessed by the user. Martial powers may provide the user with special movement capabilities, but these are still basically mundane: shifts, or bonuses and enhancements to (or even automatic successes with) Acrobatics, Athletics, Endurance, or Stealth checks, but no flight or teleportation. Martial powers may allow the user to influence the actions of other creatures, but again, these should be basically mundane: what could conceivably be achieved through a Bluff, Diplomacy or Intimidate check, or possibly, through incredible luck. Martial attack powers may impose most conditions, with the exception of dominated and petrified. Martial abilities may impose forced movement, but push effects should require physical impact or the Intimidate skill, while pull and slide effects should be limited to the user's reach or require the Bluff skill. Martial powers should be more effective at providing temporary hit points than restoring hit points. Martial healing powers may represent adrenaline surges, renewed vigor and determination, or the ability to keep fighting despite wounds, and may require training in Endurance (if the power affects the user), Diplomacy or Heal.[/SBLOCK] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Martial Laws
Top