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UNITY RPG: The Best of D&D 4E, Pathfinder, & Dungeon World
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<blockquote data-quote="Anson" data-source="post: 7696265" data-attributes="member: 6811052"><p>1. Monsters attack according to the situation/narrative. If the party is being ambushed, monsters get first strike and vice versa. In black and white situations like those, the transition to combat feels really nice. In murkier engagements, we've been playtesting with different approaches that still embrace the design philosophy of keeping things fast and engaging. One that has quickly become a winner is a pseudo bonus phase. If the narrative is a bit blurry on who should strike first, players have the option of doing a speed check against a static averaged TN of the monster group. Those characters that beat that number get to initiate the fight as a bonus then the monsters attack after and things resume as usual. </p><p></p><p>There are reactionary abilities for both players and monsters to keep things tactically interesting, elevate engagement and also potentially prevent either side from becoming pin cushions when they are on the defensive.</p><p></p><p>2. For sure. But this one you will have to a wait a little bit before it's released into the wild. This is part of a free sampler I've been working on. Part of the sampler is a nice slide with an example character that also discusses the different paths the character could have taken. It could definitely be one of the playtester's characters as well, actually probably save me more time <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=":)" /> I've been blessed with awesome people grinding away at the game and they've created some very interesting characters that would be great to showcase.</p></blockquote><p></p>
[QUOTE="Anson, post: 7696265, member: 6811052"] 1. Monsters attack according to the situation/narrative. If the party is being ambushed, monsters get first strike and vice versa. In black and white situations like those, the transition to combat feels really nice. In murkier engagements, we've been playtesting with different approaches that still embrace the design philosophy of keeping things fast and engaging. One that has quickly become a winner is a pseudo bonus phase. If the narrative is a bit blurry on who should strike first, players have the option of doing a speed check against a static averaged TN of the monster group. Those characters that beat that number get to initiate the fight as a bonus then the monsters attack after and things resume as usual. There are reactionary abilities for both players and monsters to keep things tactically interesting, elevate engagement and also potentially prevent either side from becoming pin cushions when they are on the defensive. 2. For sure. But this one you will have to a wait a little bit before it's released into the wild. This is part of a free sampler I've been working on. Part of the sampler is a nice slide with an example character that also discusses the different paths the character could have taken. It could definitely be one of the playtester's characters as well, actually probably save me more time :) I've been blessed with awesome people grinding away at the game and they've created some very interesting characters that would be great to showcase. [/QUOTE]
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