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Switch to Forum Live View Legends and Lore: Playtest Update, Part 2
11 months ago  ::  Aug 09, 2012 - 5:04PM #231
GilbertMDH
Date Joined: Nov 21, 2009
Posts: 399

Aug 9, 2012 -- 3:30PM, SleepsInTraffic wrote:


EDIT:side note as the fighter levels the cost of certain parts needs to fall.  like as the die gets bigger it needs to be able to buy more powers.  a d12 of CS should be able to buy more stuff than a d6 of CS.  you are giving up twice the possible damage.



I agree. This is one of the first things that came to mind for me when I read Mike's first article on CS. It will be interesting to see how different size CS are balanced. I suspect this is an area where they will need a lot of playtest feedback to get right.

My thoughts on Armor

My thoughts on Fighters

My thoughts on Healing
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11 months ago  ::  Aug 09, 2012 - 5:51PM #232
Rejnwyrd
Date Joined: Jul 11, 2012
Posts: 403

Aug 9, 2012 -- 5:04PM, GilbertMDH wrote:

Aug 9, 2012 -- 3:30PM, SleepsInTraffic wrote:


EDIT:side note as the fighter levels the cost of certain parts needs to fall.  like as the die gets bigger it needs to be able to buy more powers.  a d12 of CS should be able to buy more stuff than a d6 of CS.  you are giving up twice the possible damage.



I agree. This is one of the first things that came to mind for me when I read Mike's first article on CS. It will be interesting to see how different size CS are balanced. I suspect this is an area where they will need a lot of playtest feedback to get right.




I think I don't agree. True, you sacrifice more damage to do the same thing - seems unfair. But, at higher levels damage has to be higher to be relevant.

As an example. Imagine that you can use d4 CS to either get more damage or a chance to trip enemy on hit.
At first level when fighting an orc, either is a valid choice. +d4 damage is significant and likely to kill the orc faster (or in one shot), but getting him prone can also be worth it.
At 10th level when fighting a giant +d4 is a much smaller difference, less likely to infulence battle, or get him significantly faster killed. However getting him prone is still very valuable.

What I'm trying to say that special uses like making them prone, pushed or wahtever automatically scale with levels and enemies. Getting a giant prone at level 10 is as useful as getting an orc prone at level 1. But hitting a giant with extra +d4 at level 10 is less significant than hitting an orc with +d4 at level 1.
Thus it does make sense that other uses of CS dice cost "more" damage, as they are worth more damage at later levels. If getting a giant prone would cost exactly same d4 hit points of damage as getting an orc prone then at higher levels using CS for damage would be a suckers choice.

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11 months ago  ::  Aug 09, 2012 - 6:09PM #233
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,882

Aug 9, 2012 -- 5:04PM, GilbertMDH wrote:

Aug 9, 2012 -- 3:30PM, SleepsInTraffic wrote:


EDIT:side note as the fighter levels the cost of certain parts needs to fall.  like as the die gets bigger it needs to be able to buy more powers.  a d12 of CS should be able to buy more stuff than a d6 of CS.  you are giving up twice the possible damage.


 
I agree. This is one of the first things that came to mind for me when I read Mike's first article on CS. It will be interesting to see how different size CS are balanced. I suspect this is an area where they will need a lot of playtest feedback to get right.





oddly enough this actually causes a quadratic fighter problem.  Where their powers not only increase in power as they level but also in number.  I can do more things per round and they are increasingly more powerful.

in fact there are two way I can think of to do it and they are both kind of curved systems.

1.)
as you level you gain more dice, and those dice increase in size.  

So lets say every even level you get +1 die of CS, and every 4 levels the die increases in size.  Lets say we start with 1 d6 at level 1 at level 2 we get a second d6 at level for we get +1 die and we up the die size to d8 so we go from 2d6 to 3d8.  that would mean we went from 12 possible damage to 24 possible damage, in 1 level we doubled our potential damage with a +12 increase.  At 6th level 4d8.  At 8th level 5d10. We just went from from 32 possible damage at level 7, to 50 possible damage at 8th that is an increase of 18 we just increased our increase by 6 (1.5 times the increase).  At level 10 we go up to 6d10 and then at 12 we go up to 7d12.  that's 60 raised to 84 we just increased our increase by another 6.  I may be wrong here but that is a quadratic increase if I'm not mistaken.  That is the easy mode fighter not using any kind of attack options like forced movement, conditions, multiple attacks or anything.  The easy mode fighter is a quadratic character.  the damage increases were: 6, 12, 8, 18, 10, 24, 12.   

2.)
as you level you get more dice, and the dice you gain become larger in size.

so at level 1 we have 1d6. at level 2 we get a second die we now have 2d6.  At level 4 we get another CS die this time a d8.  making our current CS pool 2d6 and 1d8.  Level 6 we get a second d8.  We are now at 2d6 and 2d8 of combat superiority.  then along comes level 8 and we get a d10.  So now we have 2d6, 2d8, 1d10.  The potential damage increase wasn't perfectly linear but it was a lot more compressed than option 1.  The potential damage increases were 6, 8, 8, 10, 10, 12, 12.


Now considering which of those is more easy to comprehend and less difficult for the player to track (option 1) I'd say it's time to build the new fighters quote: "I'm the fighter and I'm going to kick your ass quadratically"

Please note the idea and model of the progression I describe is just for example.  They could go awesome and make it every level and the die size every 5 levels or something like that, but that would be crazy. D12s at 15 but you now have 15d12 of damage to throw out there/transform into crazy awesome powers.  Thats 15->180 damage per round to toss out, or freakin prevent (seriously every round the DM could need to do tons of damage to you before he can actually do damage to you).  That is freakin crazy, but awesome.

(Further side note the progression on the rogues sneak attack damage no longer seems crazy and I love every second of that)

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11 months ago  ::  Aug 09, 2012 - 6:18PM #234
Lawolf
Date Joined: May 4, 2008
Posts: 4,407
What if maneuvers granted free ability checks instead of automatic success. A fighter who attempts the "takedown" maneuver makes an opposed Str check if he hits at the cost of 1 CS die. If the fighter chooses to boost this with more CS dice he adds the sum of those dice to his Str check. This will allow a high level fighter to knock back, trip, grapple, etc huge+ sized creatures through pure skill instead of superhuman strength. It also means the high level fighter must use more dice to trip an ogre as opposed to tripping a kobold.
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11 months ago  ::  Aug 09, 2012 - 6:22PM #235
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,882

Aug 9, 2012 -- 5:51PM, Rejnwyrd wrote:

Aug 9, 2012 -- 5:04PM, GilbertMDH wrote:

Aug 9, 2012 -- 3:30PM, SleepsInTraffic wrote:


EDIT:side note as the fighter levels the cost of certain parts needs to fall.  like as the die gets bigger it needs to be able to buy more powers.  a d12 of CS should be able to buy more stuff than a d6 of CS.  you are giving up twice the possible damage.



I agree. This is one of the first things that came to mind for me when I read Mike's first article on CS. It will be interesting to see how different size CS are balanced. I suspect this is an area where they will need a lot of playtest feedback to get right.




I think I don't agree. True, you sacrifice more damage to do the same thing - seems unfair. But, at higher levels damage has to be higher to be relevant.

As an example. Imagine that you can use d4 CS to either get more damage or a chance to trip enemy on hit.
At first level when fighting an orc, either is a valid choice. +d4 damage is significant and likely to kill the orc faster (or in one shot), but getting him prone can also be worth it.
At 10th level when fighting a giant +d4 is a much smaller difference, less likely to infulence battle, or get him significantly faster killed. However getting him prone is still very valuable.

What I'm trying to say that special uses like making them prone, pushed or wahtever automatically scale with levels and enemies. Getting a giant prone at level 10 is as useful as getting an orc prone at level 1. But hitting a giant with extra +d4 at level 10 is less significant than hitting an orc with +d4 at level 1.
Thus it does make sense that other uses of CS dice cost "more" damage, as they are worth more damage at later levels. If getting a giant prone would cost exactly same d4 hit points of damage as getting an orc prone then at higher levels using CS for damage would be a suckers choice.





if anything I would guess that it costs a part of a die but that 1 die can buy multiple things.  Like if all you do is knock it prone then it still costs 1 die, but you could also knock it prone and forcibly move it to a square adjacent to you for 1 die and then toast the second die into it for damage.

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11 months ago  ::  Aug 09, 2012 - 6:30PM #236
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,882

Aug 9, 2012 -- 6:18PM, Lawolf wrote:

What if maneuvers granted free ability checks instead of automatic success. A fighter who attempts the "takedown" maneuver makes an opposed Str check if he hits at the cost of 1 CS die. If the fighter chooses to boost this with more CS dice he adds the sum of those dice to his Str check. This will allow a high level fighter to knock back, trip, grapple, etc huge+ sized creatures through pure skill instead of superhuman strength. It also means the high level fighter must use more dice to trip an ogre as opposed to tripping a kobold.





spent the resource recieves instant product for said expenditure, otherwise your trading guaranteed damage for the chance to maybe do something.  Entire builds could be invalidated by certain monsters.  it would become a fools choice to do anything other than the damage.  the reason they don't need to try harder for bigger monsters is because they are freakin awesome.  for once I'm just gunna go with that because it's a very plausible system and allows the transition from normal untested fighter that can't do to much crazy stuff into mythic powerhouse, and it does it quite seemlessly

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11 months ago  ::  Aug 10, 2012 - 12:53AM #237
DavidArgall
Date Joined: Dec 5, 2007
Posts: 1,613

Aug 9, 2012 -- 11:23AM, Elemental_Elf wrote:

Why go back to the worse system for surprise? A surprise round is way too powerful and doesn't solve the problem he was having in the first place. His problem is "who is surprised" while his solution is "let's make a surprise round." The correct answer is that the ambushing Goblins are not surprised. Everyone else is. Simple and easy.



   Likely not so simple or easy.  We all know that the victims of an ambush can spot the ambush in time to act [and sometimes reverse the effect].  So that will not be "everybody else" is surprised.  In some cases, some or all party members will avoid surprise, and get the bonus too.
    

Aug 9, 2012 -- 11:23AM, Elemental_Elf wrote:


The only thing that needs to change is that the Surprisers need to gain a +20 bonus to their initiative, where as everyone else starts at their normal initiative.



    This can be too much or too little.  In many cases, that bonus to init merely means the monster gets to attack one extra time, and frequently not even that since a lot of monsters have very large init advantages anyway.  But in other cases, the advantage can be very large since the monsters get full round actions, rather than the 1 action of 4e.

    The 4e 1 action surprise is superior.

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11 months ago  ::  Aug 10, 2012 - 3:04AM #238
Elemental_Elf
Date Joined: Dec 17, 2005
Posts: 989

Aug 10, 2012 -- 12:53AM, DavidArgall wrote:

Aug 9, 2012 -- 11:23AM, Elemental_Elf wrote:

Why go back to the worse system for surprise? A surprise round is way too powerful and doesn't solve the problem he was having in the first place. His problem is "who is surprised" while his solution is "let's make a surprise round." The correct answer is that the ambushing Goblins are not surprised. Everyone else is. Simple and easy.



   Likely not so simple or easy.  We all know that the victims of an ambush can spot the ambush in time to act [and sometimes reverse the effect].  So that will not be "everybody else" is surprised.  In some cases, some or all party members will avoid surprise, and get the bonus too.




But that's the beauty of the modifier to initiative, the surprised characters CAN beat out the surprisers if they roll well. That makes a whole lot more sense than giving a whole team (or part of a team) either a free turn or a free action.
    

Aug 10, 2012 -- 12:53AM, DavidArgall wrote:

Aug 9, 2012 -- 11:23AM, Elemental_Elf wrote:


The only thing that needs to change is that the Surprisers need to gain a +20 bonus to their initiative, where as everyone else starts at their normal initiative.



    This can be too much or too little.  In many cases, that bonus to init merely means the monster gets to attack one extra time, and frequently not even that since a lot of monsters have very large init advantages anyway.  But in other cases, the advantage can be very large since the monsters get full round actions, rather than the 1 action of 4e.

    The 4e 1 action surprise is superior.




The bonus means monsters will most likely go first. They set an ambush and they should have a much better chance at going first. The Surprisers are not getting a free round to attack, rather they just get to go first.

The 4E method is definitely better than the 3.5 method, I'll grant you but it still gives a massive bonus to the surprisers in the form of a free attack. Ambushers are all going to ready themselves to charge or shoot. If they do anything else during their free actions (baring a weird battlefield or story element), then they wasted their ambush and the combat should have just been a normal one. If the Ambushers are great at initiative AND get a surprise action, then they will get 2 attacks in a row. It's just too powerful.

Giving monster a great chance to go first is just all around better than giving out free actions.

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11 months ago  ::  Aug 10, 2012 - 6:34AM #239
Jim11735
Date Joined: Jun 1, 2009
Posts: 1,512

Aug 9, 2012 -- 5:04PM, GilbertMDH wrote:

I agree. This is one of the first things that came to mind for me when I read Mike's first article on CS. It will be interesting to see how different size CS are balanced. I suspect this is an area where they will need a lot of playtest feedback to get right.


I'll give WotC credit (again) for doing this Playtest.  CS could have been something that just appeared in the PHB and everyone would have been excited until they realized the mechanic didn't perform as advertised.  Then there would have been years of errata that only diminished the mechanic.  Skill Challenges could have used a Playtest.

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11 months ago  ::  Aug 10, 2012 - 8:24AM #240
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,302

Aug 10, 2012 -- 3:04AM, Elemental_Elf wrote:

Aug 10, 2012 -- 12:53AM, DavidArgall wrote:

Aug 9, 2012 -- 11:23AM, Elemental_Elf wrote:

Why go back to the worse system for surprise? A surprise round is way too powerful and doesn't solve the problem he was having in the first place. His problem is "who is surprised" while his solution is "let's make a surprise round." The correct answer is that the ambushing Goblins are not surprised. Everyone else is. Simple and easy.



   Likely not so simple or easy.  We all know that the victims of an ambush can spot the ambush in time to act [and sometimes reverse the effect].  So that will not be "everybody else" is surprised.  In some cases, some or all party members will avoid surprise, and get the bonus too.




But that's the beauty of the modifier to initiative, the surprised characters CAN beat out the surprisers if they roll well. That makes a whole lot more sense than giving a whole team (or part of a team) either a free turn or a free action.
    

Aug 10, 2012 -- 12:53AM, DavidArgall wrote:

Aug 9, 2012 -- 11:23AM, Elemental_Elf wrote:


The only thing that needs to change is that the Surprisers need to gain a +20 bonus to their initiative, where as everyone else starts at their normal initiative.



    This can be too much or too little.  In many cases, that bonus to init merely means the monster gets to attack one extra time, and frequently not even that since a lot of monsters have very large init advantages anyway.  But in other cases, the advantage can be very large since the monsters get full round actions, rather than the 1 action of 4e.

    The 4e 1 action surprise is superior.




The bonus means monsters will most likely go first. They set an ambush and they should have a much better chance at going first. The Surprisers are not getting a free round to attack, rather they just get to go first.

The 4E method is definitely better than the 3.5 method, I'll grant you but it still gives a massive bonus to the surprisers in the form of a free attack. Ambushers are all going to ready themselves to charge or shoot. If they do anything else during their free actions (baring a weird battlefield or story element), then they wasted their ambush and the combat should have just been a normal one. If the Ambushers are great at initiative AND get a surprise action, then they will get 2 attacks in a row. It's just too powerful.

Giving monster a great chance to go first is just all around better than giving out free actions.


I disagree strongly with the idea that surprise should be some minor advantage. In fact 4e's surprise was very disappointingly anemic. The PCs work their butts off to get surprise and what do they get for their trouble? Half of a round worth of action, big whoop. This means there's not much value in planning and degrades the worth of it substantially. It also means the PCs don't lose much by not being on guard against surprise themselves.

When surprise is NASTY then you open up all sorts of fun possibilities. For instance fairly normal monsters could surprise a party and take them captive. Weak monsters could surprise a party and give them a nice stiff fight for a round or so, then quickly be defeated. You also make it so the party can for instance take on a significantly stronger enemy by getting the jump on them, or save resources against more evenly matched foes.

All trivializing surprise does is make the game more bland.

That is not dead which may eternal lie
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