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Switch to Forum Live View Combat Requiring Improv
13 months ago  ::  May 25, 2012 - 4:55PM #41
janilestarbrow
Date Joined: Jun 6, 2008
Posts: 71

May 25, 2012 -- 10:37AM, Alex_ wrote:

May 25, 2012 -- 10:27AM, deadworld56 wrote:



I /also/ like the notion of some maneuvers being clearly defined (much like spells are). Different kinds of fighters for different mindsets behind the characters.
 




  That can work.

  Dirt in Their Eyes
You kick dirt into an enemy's eyes, blinding them.

  Effect: The target must make a Dexterity Saving Throw (to represent them blinking or shielding their eyes fast enough).  If they fail, they are blinded for one round.
  Requirement: There must be loose soil on the ground, and the enemy must be reliant upon sight for navigation/combat.

  Just like spells are divided up as Illusion and Evocation, you can split up maneuvers into "Pragmatist" (lots of dirty tricks), "Disciplined" (bonuses for you and allies), or "Swashbuckler" (flashy and maneuver related) styles.


I like your thinking there. I wouldn't mind fighters and rogues gaining abilities like that.

And you presented it well. Maybe start a thread with player made optional manuvers. 

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13 months ago  ::  May 25, 2012 - 8:56PM #42
Proxiehunter
Date Joined: Feb 27, 2012
Posts: 22

May 25, 2012 -- 12:18PM, IxidorRS wrote:

May 25, 2012 -- 10:37AM, Alex_ wrote:

May 25, 2012 -- 10:27AM, deadworld56 wrote:



I /also/ like the notion of some maneuvers being clearly defined (much like spells are). Different kinds of fighters for different mindsets behind the characters.
 




  That can work.

  Dirt in Their Eyes
You kick dirt into an enemy's eyes, blinding them.

  Effect: The target must make a Dexterity Saving Throw (to represent them blinking or shielding their eyes fast enough).  If they fail, they are blinded for one round.
  Requirement: There must be loose soil on the ground, and the enemy must be reliant upon sight for navigation/combat.

  Just like spells are divided up as Illusion and Evocation, you can split up maneuvers into "Pragmatist" (lots of dirty tricks), "Disciplined" (bonuses for you and allies), or "Swashbuckler" (flashy and maneuver related) styles.




With the rules as written, you can already do something like this in the playtest. Yes, you do have to improvise with your DM. So maybe you're DM doesn't blind the creature, but instead just gives you advantage or disadvantage or a bonus to your roll or a penalty to its roll. If you say to your DM, I'm using my action to kick dirt in this orc's eyes and he gives you nothing for it, he is not following the spirit of the playtest. I do see how different DMs will give you different things. For instance, if I was DMing, I'd allow you kick the dirt up instead of moving on your turn, it would require a dex contest between you and the monster (he tries to dodge or cover his eyes as you kick up the dirt), and if you win the contest, I'll give you advantage on the attack you make that turn. Another DM might expect just a dex check and only give you a bonus to your roll.

Up until know I've only played 4th edition, but I never have liked the concept in 4th that all you can do is what your charachter sheet tells you. It's not actually true in 4th, but most of the players I've played with have had that concept in their mind because typically that is how the rules work in 4th. I love that they are putting these improvisation rules into the game as a way to encourage this kind of play for those who would not think to do it on their own (sometimes it's a lack of creativity while sometimes it's a sort of programming from past experiences).




Nothing in 4th edition prevented you from improvising exactly the way you're sugesting players should do in the playtest. As a matter of fact there was encouragement in the DMG to allow just that. What 4th did is provide you with a lot of cool things to do that didn't rely on needing to get the DM's permision first.

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13 months ago  ::  May 25, 2012 - 9:07PM #43
TimCallahan01
Date Joined: Oct 3, 2011
Posts: 25
Any decent GM says yes to anything even close to reasonable, so it's not like you're asking permission. You're asking "what will I have to roll?" And asking the DM to determine the appropriate outcome if successful. That's fun, and not cumbersome at all.

What's less fun is a list of 20 powers or combat maneuvers to track.
 
Tim Callahan
Staff Writer at Tor.com and Comic Book Resources
Blog: Geniusboy Firemelon
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13 months ago  ::  May 25, 2012 - 10:00PM #44
Alex_
Date Joined: Jun 14, 2006
Posts: 2,313

  wrote:


Nothing in 4th edition prevented you from improvising exactly the way you're sugesting players should do in the playtest. As a matter of fact there was encouragement in the DMG to allow just that. What 4th did is provide you with a lot of cool things to do that didn't rely on needing to get the DM's permision first.




  I agree.

  Unfortunately, it was a matter of perception, and with the wealth of legitimate and effective pre-made actions a 4E character could already take, the implied option to improvise seemed to arise less often in peoples' minds.

  The rules in the playtest seem looser and faster, and the big bold IMPROVISE option makes it stand out more against the relative lack of other options. 

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13 months ago  ::  May 26, 2012 - 12:59AM #45
pnxer
Date Joined: Sep 12, 2008
Posts: 83

May 25, 2012 -- 10:27AM, deadworld56 wrote:

Sure, Yuwain. If that's the entirety of your inspiration? Yeah. That's so boring it'd put me to sleep. The old edition fighters require not just good DMs, but inventive players. This is true of all of the classes, as it turns out, to some degree or another. It took me years to get that. In the early years, I played the simple fighter. I enjoyed doing so specifically because it was simple. I was learning. And then it clicked for me. My creativity exploded and I was doing things with fighters that made them even more fun.

For players and DM to have fun (if basic attack spam wasn't your thing at the time), everyone needed to exercise their collective imagination. My favorite old edition class? Fighter. I had a blast wracking my brain to come up with maneuvers to reshape the battlefield to the benefit of all. Sometimes, that was as simple as where I flung my 'basic attack' or as complicated as shooting the guard in the wrist while he was drawing his weapon (pin arm), then jumping out the window to draw the rest of the guards away from the bard so he could do what he needed to do.

I /also/ like the notion of some maneuvers being clearly defined (much like spells are). Different kinds of fighters for different mindsets behind the characters.

Fortunately, we'll see options for both.

For now: The fighter is open to interpretation in play. Have fun with it. Do wild things. See what the DM will allow at the table. See how the rules play with the subtlety of a fighter's abilities. It was mentioned in another thread and I think it bears repeating: Fighters have great physical ability scores compared to the other classes. They will succeed at physical maneuvers more often than their non-martial companions.

I see rogues going much the same route. Create the opening you need with a maneuver of some flavor. Then do your thing. 




I very much agree.  In 4Ess, the Thief was about getting combat advantage every round so you can get your sneak dice, here in next, you are making the game boring *and* failing to optimize if you're not manuevering for the best way to earn Advantage each round.  Reducing it to "move-attack" seems to very much be the case when I look at it on a battle map, I recommend taking the class off the grid altogether and seeing how that works out.  If you try to cram structure into unstructured play of this kind it is going to fall flat as reported, but if you're trying to wrangle advantage each round you ought to be pulling off spectacular fighter moves each round.

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13 months ago  ::  May 26, 2012 - 4:21AM #46
K.530
Date Joined: Oct 5, 2002
Posts: 295

May 25, 2012 -- 4:51PM, elibus wrote:

May 25, 2012 -- 4:46PM, K.530 wrote:

I'm really curious to hear why people think that every DM is capable of writing a fun and balanced improv combat system to make the fighter less boring.

Clearly, every DM is going to write a completely different system and most days it's going to be Mother May I Gaming, but just the fact that different DMs have different systems means that getting a new DM means relearning an entirely new system that may be a lot less or more powerful than what you were used to.

Don't we pay WotC to write fun and balanced systems so the DM can spend his time designing cool adventures?




Why would it have to be a new system for each DM? I think the point of improv combat is being missed a bit. The player comes up with a cool idea he wants to do. The DM cues the actions off which abilities/skills come in to play to make it happen, success or failure results. It's not "Mother May I?", no extra systems have to created.




Every DM is going to have a different system for what stunts he thinks should be possible and how difficult it should be to use them, not to mention the degree of effect.

For example, maybe a Rogue wants to do a blinding attack by throwing sand in someone's face.

One DM might decides that this is a Dex check 15 and it lasts one round, but another may decide that this is a ranged attack roll that has disadvantage in melee, has a Dex save, and doesn't actually blind and instead gives advantage for the rest of the round.

That's two entirely different systems for blinding attacks right there that reward different kinds of characters. They are balanced totally differently and one might lead to a rogue becoming a blinding specialist who starts carrying around hot chili powder, glass dust, and flour and the other means that no one tries a blinding attack ever again in that DM's campaign.

Literally, an improv system as described in the playtest is every DM writing his own combat system and many are going to fail to write coherent and balanced systems. Even worse is that none of it is going to tranfer; for example, when Mike takes over DMing from Steve, suddenly the blinding specialist loses all his tricks because Mike thinks blinding attacks should be a contested Wis roll and the attacker has disadvantage.


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13 months ago  ::  May 26, 2012 - 5:47AM #47
Arbanax
Date Joined: Jul 22, 2010
Posts: 53
Great discussion, I to play 4e and for most of my players they are locked into their powers (is this a symptomatic of the minds of folk who've always played PC/console gaming?) but also why improvise when the suggestion would be that you'd be less effective as a result.  I think the fear of failing to do damage, of going another round (which can equal a long wait) with little to show for it put people off/made it a non event.  

However I can see, in this ruleset as presented, the Fighter also needs a creative player who can make the most of their abilities (and heck maybe they all do - but its easier to see the other players using their abilities as a fall back much more) in improv.  I think the key issue stopping some people now, is fairness.  If in a combat you rule that a dirty kick does this so much...you'd better make sure it's a good call and is consistant always doing so much - as if it worked well then might end up being the go to power for a fighter.  The problem being that in the spur of the moment, DM's like me (relatively new to DMing) might make it too good and then you're kinda overpowered the move, needing later on to take it away or modify it.  Equally if you don't make it that much of a deal, do you implicitely discourage improv?  Not sure, sure looking forward to finding out on Monday.

Ab 


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