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General Tabletop Discussion
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X/day mechanic; what's the problem? (Mercule, looking your way...)
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<blockquote data-quote="mearls" data-source="post: 1934160" data-attributes="member: 697"><p>I'm actually working on something very similar right now for a summer release. I've been messing around with the idea of "tokens" that you can sort of redeem for stuff. In D&D 3.5-ese, it would be like a barbarian spending points from his "anger pool" to fuel his rage. He might spend a ton to get a really powerful rage, or a few for a minor rage. You could tie it into Aaron2's idea for a save to resist the effects of leaving a rage - the more points you spend, the higher the DC and the worse the effects.</p><p></p><p>The rules I've been tinkering with use what I call tokens. You basically earn tokens by doing stuff or fulfilling conditions in a fight, and then you can cash them in to do stuff. There's different types of tokens, and they're tied into feats. A guy with the Dodge tree of feats might earn dodge tokens, the Power Attack feats earn you power tokens, stuff like that.</p><p></p><p>To go back to D&D 3.5, in order to rage you might have to earn 2 rage tokens by suffering damage, dropping an enemy, using a full-round action to gnaw on your shield, howl like a wolf, and stomp your feat, something like that. The more tokens you earn and spend in an encounter, the better your rage.</p><p></p><p>I can't really say more, because this stuff isn't even close to playtest, but it's been a lot of fun to work on.</p></blockquote><p></p>
[QUOTE="mearls, post: 1934160, member: 697"] I'm actually working on something very similar right now for a summer release. I've been messing around with the idea of "tokens" that you can sort of redeem for stuff. In D&D 3.5-ese, it would be like a barbarian spending points from his "anger pool" to fuel his rage. He might spend a ton to get a really powerful rage, or a few for a minor rage. You could tie it into Aaron2's idea for a save to resist the effects of leaving a rage - the more points you spend, the higher the DC and the worse the effects. The rules I've been tinkering with use what I call tokens. You basically earn tokens by doing stuff or fulfilling conditions in a fight, and then you can cash them in to do stuff. There's different types of tokens, and they're tied into feats. A guy with the Dodge tree of feats might earn dodge tokens, the Power Attack feats earn you power tokens, stuff like that. To go back to D&D 3.5, in order to rage you might have to earn 2 rage tokens by suffering damage, dropping an enemy, using a full-round action to gnaw on your shield, howl like a wolf, and stomp your feat, something like that. The more tokens you earn and spend in an encounter, the better your rage. I can't really say more, because this stuff isn't even close to playtest, but it's been a lot of fun to work on. [/QUOTE]
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X/day mechanic; what's the problem? (Mercule, looking your way...)
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