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1 year ago ::
Apr 01, 2012 - 12:36AM
#1
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Date Joined:
Jan 12, 2012
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How about replacing daily powers for fighters with a kind of critical hits:
Whenever I roll over 17 on a hit roll it means that my character has cought an enemy in a vulnerable position. Now he has a chance to do something special. If my fighter is trained at disarming then he can use the opportunity to try to disarm the opponent. Alternatively he might be trained in mighty blow or kicking the opponent in the nuts to stun him.
This idea could give the fighters a bit of extra fun and a few extra decissions, but hopefully it would also be verisimilitous enough to satisfy the critics of 4ed. Finally it would allow for a fairly fast paced game.
DISCLAIMER: I never played 4ed, so I may misunderstand some of the rules.
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1 year ago ::
Apr 01, 2012 - 12:42AM
#2
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Date Joined:
Aug 19, 2007
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Or, not.
Constructive criticism: it is still bounded to reality, it is random and can't be planned upon, it is not a choice of the character, it leads to extensive variance and therefore unbalance to the system, it still doesn't answer the fact that the fighter needs cool abilities to stand on its own, it doesn't give any good feel to the game and ultimately is bad in every way I can possibly conceive.
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
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1 year ago ::
Apr 01, 2012 - 1:12PM
#3
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Date Joined:
Jun 27, 2008
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This idea could give the fighters a bit of extra fun
According to you. Having all of my powers related to whether or not I roll a 20 is not fun to me.
and a few extra decissions No decision-making here. If you crit, you use your power. End of story. It won't happen often enough a day to warrant decision making. You will use it, because it occurred and you may not get the chance again later in the encounter, or even later in the day.
Finally it would allow for a fairly fast paced game. False. Oh, wow, false. Either it functions like the Slayer's Power Strike, in which case you're adding flat damage dice to the power (which results in more rolling, and clarification that you're using the ability), or you get a second attack, which means you're rolling a second set of attack and damage rolls. And all of this is in addition to any other effects related to when you land a critical hit. This isn't as bad as "The creature moves, and everyone slaps it, then because Jim crit while slapping him, John gets an attack, Jack gets two, but one misses, so he uses a reroll power, and then tacks on +5 damage to everyone else..."
But it's still not faster.
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1 year ago ::
Apr 01, 2012 - 3:55PM
#4
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and a few extra decissions No decision-making here. If you crit, you use your power. End of story. It won't happen often enough a day to warrant decision making. You will use it, because it occurred and you may not get the chance again later in the encounter, or even later in the day.
You assume a fighter gets only one crit-power. In any sensible game they'd have a choice between effects. Which means: Choice. No choice as to when, but choice as to What.
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1 year ago ::
Apr 01, 2012 - 3:58PM
#5
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Date Joined:
Jun 27, 2008
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and a few extra decissions No decision-making here. If you crit, you use your power. End of story. It won't happen often enough a day to warrant decision making. You will use it, because it occurred and you may not get the chance again later in the encounter, or even later in the day.
You assume a fighter gets only one crit-power. In any sensible game they'd have a choice between effects. Which means: Choice. No choice as to when, but choice as to What.
In regards to the fighter, no sensibility isn't really a thing we've come to know. Take the Slayer for example.
I agree, I just don't think it's a choice. You will use the power that is always most appropriate. Crit the solo and it's not close to death? Stun it. Crit the elite and you could kill it, extra damage. Crit the guy hitting your party like trucks, debuff attack rolls or damage.
It's not always that cut and dry, but that is, effectively, how it works.
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1 year ago ::
Apr 01, 2012 - 4:04PM
#6
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Crit-based powers COULD work for the fighter. However, in order to let the fighter actually have a decent amount of choice in how to use their powers, fighters would need to be able to crit FAR more often. And I mean crit on a natural 15+ often. Even then however, you'd have to have more complexity to it. Maybe the fighter gets a combo point for each of these crits. They can burn one to get standard critical damage, or two to fire off an encounter-equivalent power, or three to fire off a daily-equivalent power.
Why Mechanics-Alignment Integration is Bad
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so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
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So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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1 year ago ::
Apr 01, 2012 - 5:50PM
#7
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and a few extra decissions No decision-making here. If you crit, you use your power. End of story. It won't happen often enough a day to warrant decision making. You will use it, because it occurred and you may not get the chance again later in the encounter, or even later in the day.
You assume a fighter gets only one crit-power. In any sensible game they'd have a choice between effects. Which means: Choice. No choice as to when, but choice as to What.
"Oh, good, I finally rolled a 20. Now I can make one singular choice, after which I will continue just rolling a dice a bunch of times until random chance generously allows me to make another singular choice."
Most of the time, the Fighter will have no choice. Most of the time, they will act like they did in previous editions; A constant stream of identical attack rolls that could just as easily be generated by a computer program. Most of the time, the Fighter will be a glorified automatic dart launcher.
I don't understand why we can't just allow martial characters to have real choices at all times, instead of insisting that trained warriors should only be able to do heroic, exciting things at random, because that's more "realistic".
EVERY DAY IS HORRIBLE POST DAY ON THE D&D FORUMS.
Everything makes me ANGRY (ESPECIALLY you, reader)
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1 year ago ::
Apr 01, 2012 - 5:58PM
#8
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I far prefer the AEDU structure, but I wouldn't mind having something like this as an option (although triggering on 15+, rather than a crit).
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1 year ago ::
Apr 01, 2012 - 6:02PM
#9
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Date Joined:
Jan 15, 2009
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I far prefer the AEDU structure, but I wouldn't mind having something like this as an option (although triggering on 15+, rather than a crit).
And then allow an exertion where you take temporary hit point damage or non-lethal damage of whatever sort and stretch your limits and trigger even easier....
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1 year ago ::
Apr 01, 2012 - 6:06PM
#10
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I far prefer the AEDU structure, but I wouldn't mind having something like this as an option (although triggering on 15+, rather than a crit).
And then allow an exertion where you take temporary hit point damage or non-lethal damage of whatever sort and stretch your limits and trigger even easier....
Hmmm: I've been thinking about a Tempo mechanic for fighters, whereby they grow in power round-by-round (allowing them to be effective in the big fights): maybe you could have it be 16+ in the first round, 15+ in the second, etc. So, in an epic 10 round fight, you're getting to the stage where every hit is special, because you're in the swing of things.
Meaning that in the fight where the wizard is blowing tons of spells, the fighter is triggering tons of specials.
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