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WoTC Rodney: Economy of actions
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<blockquote data-quote="I'm A Banana" data-source="post: 4126900" data-attributes="member: 2067"><p>Idea:</p><p>All players get more actions, both from weak, low-level "hirelings," and from near-peer "followers."</p><p></p><p>For Instance:</p><p>At the time that the wizard is summoning elementals and pit fiends,</p><p>the Fighter is training his legionaires and recruits a veteran,</p><p>the Cleric is surrounded by acolytes and associated with a prophet,</p><p>and the Rogue is protected by mooks and has his bodyguard,</p><p>and the Druid has their little swarm and their dire bear.</p><p></p><p>The first are not very useful in direct combat -- more in the "ritual" sense of things that help you run errands and look cool. They are, effectively, PC-use minions: if the villain fights them, they fall quickly.</p><p></p><p>The second are useful in direct combat, and act as a second set of actions for the PC.</p><p></p><p>If EVERYONE gets these actions, then no one is especially ousted.</p><p></p><p>Except that this makes the PC group very powerful, right? But it should be easy/possible/simple to up the quantity of monsters to match (effectively, if the party size gets doubled, the challenges they can take on get doubled, too! Any system that can scale by party size should be able to scale like this).</p><p></p><p>Second Idea:</p><p>Combos. This is kind of what I do for FFZ (though FFZ also has all character gaining more turns in a round). </p><p></p><p>Generally, the ally just "ties up" other enemies. They can intercept, distract, and generally annoy an opponent. They do this automatically, and a quick level check decides who wins and by what margin (weighted in favor of the high-levels). At the end of a round, these "non-PC turns" are resolved quickly and abstractly</p><p></p><p>When the PC and the ally want to combine forces, they have some sort of special leader-like boost that they can gain by teaming up, such as using a Limit earlier, or combining the damage from their effects. Of course, in this case, the enemies that the DM added to the encounter aren't being 'tied up' and are more free to cause havoc in your party.</p><p></p><p>So basically:</p><p>The solution is to give EVERYONE more actions if you give ANYONE more actions</p><p>AND/OR</p><p>The solution is to handle allies in the background abstractly unless they choose to combine with the PC's actions at the same time, which doesn't give the PC more actions, but does vastly increase their effectiveness.</p><p></p><p>Both require adding more/more powerful monsters to the mix, but a sufficiently flat math curve should be able to handle that easily.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4126900, member: 2067"] Idea: All players get more actions, both from weak, low-level "hirelings," and from near-peer "followers." For Instance: At the time that the wizard is summoning elementals and pit fiends, the Fighter is training his legionaires and recruits a veteran, the Cleric is surrounded by acolytes and associated with a prophet, and the Rogue is protected by mooks and has his bodyguard, and the Druid has their little swarm and their dire bear. The first are not very useful in direct combat -- more in the "ritual" sense of things that help you run errands and look cool. They are, effectively, PC-use minions: if the villain fights them, they fall quickly. The second are useful in direct combat, and act as a second set of actions for the PC. If EVERYONE gets these actions, then no one is especially ousted. Except that this makes the PC group very powerful, right? But it should be easy/possible/simple to up the quantity of monsters to match (effectively, if the party size gets doubled, the challenges they can take on get doubled, too! Any system that can scale by party size should be able to scale like this). Second Idea: Combos. This is kind of what I do for FFZ (though FFZ also has all character gaining more turns in a round). Generally, the ally just "ties up" other enemies. They can intercept, distract, and generally annoy an opponent. They do this automatically, and a quick level check decides who wins and by what margin (weighted in favor of the high-levels). At the end of a round, these "non-PC turns" are resolved quickly and abstractly When the PC and the ally want to combine forces, they have some sort of special leader-like boost that they can gain by teaming up, such as using a Limit earlier, or combining the damage from their effects. Of course, in this case, the enemies that the DM added to the encounter aren't being 'tied up' and are more free to cause havoc in your party. So basically: The solution is to give EVERYONE more actions if you give ANYONE more actions AND/OR The solution is to handle allies in the background abstractly unless they choose to combine with the PC's actions at the same time, which doesn't give the PC more actions, but does vastly increase their effectiveness. Both require adding more/more powerful monsters to the mix, but a sufficiently flat math curve should be able to handle that easily. [/QUOTE]
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WoTC Rodney: Economy of actions
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