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Switch to Forum Live View Maneuvers should be presented as bonuses.
6 months ago  ::  Dec 12, 2012 - 5:21AM #21
kadim
Date Joined: Jun 21, 2012
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Dec 12, 2012 -- 5:05AM, cheethorne wrote:

Dec 12, 2012 -- 4:51AM, kadim wrote:

And as I said, I don't really see any reason why every single class ability and spell couldn't have an untrained version.


 

And how will the Fighter perform the untrained version of magic missile or lance of faith or a Paladin's aura?



I'd do it through a ritual. Something suitably time consuming, requiring space and materials followed by an ability check. Failure could be anything from a harmless waste of time and resources to a catastrophic backlash with dire reprocussions for the caster, depending on the effect and circumstances.


So you could reproduce pretty much any magical or supernatural effect, but most of the time you probably wouldn't bother. And this fits in D&D really well; hedge wizards and pious gentlemen are strewn about fantasy worlds so there's no reason why their prayers shouldn't be answered from time to time or the hedge wizard actually shows they have some measure of power.


Dec 12, 2012 -- 5:05AM, cheethorne wrote:

Dec 12, 2012 -- 4:51AM, kadim wrote:

You could pull the actual maneuver even further from an improvised base option by taking the monk concept of "more dice = quasimagic effect" and allowing the martial/expert classes to push their ability to a place where you can't really improvise it without dice or a spell.



I agree with this, but I think to make the Fighter feel special enough, and not just a collection bonuses (no matter how good the bonuses may be) to things that anyone can "improvise", the maneuvers have to go further and further into the realm of quasi-magic as he goes up in levels. If the Fighter is stuck purely in reality driven maneuvers, then anyone can try to improvise those same actions, and, as you say, anyone could be desparate enough to try anything given the right circumstances. This is of course, based on the assumption that there are other things in the game that people cannot "improvise," like spells and a Paladin's aura.



I think most folks have assumed that the maneuver list will get more and more outlandish as you go up in level so it's a pretty safe bet that what you're describing will happen.

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6 months ago  ::  Dec 12, 2012 - 5:32AM #22
Cyber-Dave
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Dec 11, 2012 -- 3:19PM, greatfrito wrote:

I... get where you're coming from.  And really, I think you're probably right.  But I know that, personally, I've not taste for "Doing the Same Thing (But With Bigger Numbers)" over the course of... forever.

And it's pretty much entirely a presentation issue. 

"Get + to [doing something everyone can do]" emphasizes the problem I have.  It's something that drove me nuts in 3e, and pushed my players off to Spellcasters and Tome of Battle classes because they felt like they were actually getting new and interesting things to do each time their characters gained levels, instead of "more of the same".

EDIT: It's also easily my least favorite part of games like Diablo, Torchlight, or Borderlands - level after level of "+numbers" saps my interest like nothing else.





I totally agree. But, the way the OP formatted his idea, you do get to do stuff that nobody else can do--it is just presented as a bonus. For example, nobody else can use the trip maneuver and still deal 3d10 points of damage. They either attack and deal damage or trip, not both. The fighter could trip, use mighty exertion to put however many dice he wanted into making trip more reliable, and then use the rest of his dice to deal damage. That is very unique to a martial character.


Really, this is just about presentation. Because, 4e had a MAJOR problem with this. In 4e it really felt like all you could do was use your powers. Doing anything else just seemed like a bad idea. And, your powers felt so codified that you never felt like you were improvising while you used them. Move to something like WFRPG 3e, which also has power cards, and the game  feels totally different. It feels very open to improvisation. The trick is to make D&DN feel like that. Everyone gets powers of some sort or another, but the game also feels like it is open to improvisation (or like you are improvising while you are using your powers, and merely gaining bonuses from them). 

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6 months ago  ::  Dec 12, 2012 - 5:36AM #23
Mithrus
Date Joined: Jan 29, 2005
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I think there is value mechanizing "standard" actions, and then calling out the necessity of improvised actions. The real problem with "page 42" in 4e was that it was in the WRONG BOOK.

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6 months ago  ::  Dec 12, 2012 - 5:50AM #24
Cyber-Dave
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Something else worth mentioning, the advantage/disadvantage mechanic will do wonders for helping improvisation as well. WFRPG 3e had a similar mechanic. I found that people worked a lot harder to figure out some way to improvise, even while using power cards, in order to gain that benefit. 
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6 months ago  ::  Dec 12, 2012 - 5:57AM #25
powerroleplayer
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Dec 12, 2012 -- 4:00AM, kadim wrote:


The trick is to make the generally available version unreliable enough to only be used if someone without training is desperate enough to try, the opponent is so trivial that the chance of sucess very high anyway, or the circumstances are such that the generally available version's unreliability is somehow countered.


Thing is, there are things people will try without training in real life even if they probably won't be able to produce a reliable result, like pushing someone or breaking a bottle to use as a weapon or building a shed. These things are actually highly skilled activities that take practise but can be attempted by anyone. If the fighter is the only guy who can push stuff around, I then have to tell my wizard who's backed in a corner with no spells that the reason they can't try to push someone is that's what the fighter does so shut up and play.




While that makes sense from a realism standpoint, it's killing the game.  If push/knockdown/disarm/etc are made so crappy that they're a waste of an action (and a chunk of HP if you want to bring back OAs for them), then people without the maneuvers are back to "I attack" every round, and people with maneuvers are back to "I choose from my list of powers, because anything off the menu is going to be crap."  

On the other hand, make them decent and open-ended enough that you can improvise without a maneuver and without wasting your action, and we're back to "fighters don't get nice things."  Personally I'd rather fighters not have unique things but be able to improvise, I think that's a more fun way to play than choosing from a short list of things nobody else can do.  But ultimately with maneuvers as they stand he's choosing from the short list anyway because giving up his ED to improvise is too prohibitive even if improvising is as good or better than a basic attack.  Which brings us to my second point.

Maneuvers shouldn't just be phrased as a bonus, they should be more open ended.  DS shouldn't be "when you hit with an attack, gain a bonus to damage" it should be something like "when you make a succeed in a d20 roll against a DL set by the target (such as AC or a contested ability check), deal damage equal to the sum."  Thus, it should apply not just to attacks but to grabs (watch some jujitsu, you can do an awful lot of damage with grabs), knock downs (why not shank 'em on the way down?), disarms (who says you're not disarming them by chopping off some fingers?), running up the wall and landing blade first on your opponent (which may still be "an attack," but lets clarify), slamming their face into the wall to daze them, and any other shenanigans you can think up.  WWA should let you do splash damage not just when you make a melee weapon attack but in all the same scenarios listed for DS (why can't you shank one guy while grabbing the other?).  The OP is right that listing all these powers on your character sheet encouraged the belief that that was all you could do, but there were other factors at work.  Even though there was an entry for bull rush, the fact that cleave was supposed to be balanced against tide of iron and tide of iron was hugely better than bull rush made it entirely obvious that bull rush was a trap option.  Maneuvers are doing the same thing: if you get a bonus to a narrow range of activities, that narrow range becomes the only things worth doing.  So let's broaden the range.

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6 months ago  ::  Dec 12, 2012 - 6:28AM #26
ChrisCarlson
Date Joined: May 11, 2006
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If knockdown, push, disarm, etc are all listed in the combat section under "attack actions", and remain functionally tryable by anyone in lieu of doing weapon damage, then fighters would have access to any of the cool situational options and still get to add their Deadly Strike damage if they want. After all, they did just make an "attack".

That seems to make fighter pretty wicked compared to others (especially at higher levels when losing base damage isn't all that big a deal compared to their bonus damage).

Wuzzat, Mr. Rogue? You tripped the guy? That's cute. Oh look, he's getting back up no worse for wear. (Fighter punches same foe in face. Brakes his nose. Sends him to ground - considerably worse for wear.) That's how it's done, son.

Or even better: Fighter declares disarm. Rolls a crit. Deadly Strike damage high enough, DM declares he cut the guy's whole hand off. Now that's a disarm.
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6 months ago  ::  Dec 12, 2012 - 7:22AM #27
mellored
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Dec 12, 2012 -- 5:57AM, powerroleplayer wrote:

f push/knockdown/disarm/etc are made so crappy that they're a waste of an action (and a chunk of HP if you want to bring back OAs for them), then people without the maneuvers are back to "I attack" every round, and people with maneuvers are back to "I choose from my list of powers, because anything off the menu is going to be crap."  

On the other hand, make them decent and open-ended enough that you can improvise without a maneuver and without wasting your action, and we're back to "fighters don't get nice things."


There's a balancing point between those 2 things.

Like if everyone has a 50% base (+/- stat difference) chance to trip/hide/disarm/taunt.  It would be open to everyone, just risky.

Then you give the fighter has a 90% chance to trip/disarm (or 50% with damage), and the rogue has an 90% chance to taunt/hide (or 50% to do both at once).  They are simply better at it.


I also think any spell should be castable as a ritual, by any class.  Wizards/clerics just get a major action economy bonus (cast scorching ray as 1 action, not 10 minutes).

And things like paladins detect d'Evil should also be bonuses.  (+to insight/sense motive).  Low level paladins wouldn't neccicaraly notice a vampire lord mascerading as a pimp.

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6 months ago  ::  Dec 12, 2012 - 7:30AM #28
Mithrus
Date Joined: Jan 29, 2005
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Hmm, I suppose another thought would be allowing the target to take the ED dice used for the manuever as damage if they resist it, or have the ED dice act as a penalty on a contest.
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6 months ago  ::  Dec 12, 2012 - 7:40AM #29
kadim
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Dec 12, 2012 -- 7:22AM, mellored wrote:

Low level paladins wouldn't neccicaraly notice a vampire lord mascerading as a pimp.



Don't they all?

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6 months ago  ::  Dec 12, 2012 - 7:46AM #30
wrecan
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Dec 11, 2012 -- 4:09PM, Saelorn wrote:

So... anyone can make a trip attack, but maybe the fighter can spend one die to ignore the opportunity attack and another die to gain its value as a bonus to the check.

I'm having flashbacks to 3E.



It has similarities, but with one important difference.  The problem in 3e was that it was all illusory.  Because of the constantly scaling attack bonuses, "anyone can make a trip attack" but they generally had no chance to accomplish this against anyody it was worth tripping, and they almost always had a better option.  Only a fighter who dedicated a feat (and probably other mechanics) to Improved Trip could be a decent tripmaster.

With Bounded Accuracy, everyone may have a reaosnable chance to trip whenever the specific circumstances on the field made that an attractive option.  But the fighter gets to trip Plus whatever other bonus is offered.

It's definitely an option worth considering.

However, as others have pointed out, it shouldn't be the only option.  Fighters should not just be a Commoner with Benefits.  He should get unique stuff (or at least the option to have them) that makes him as completely outrageous at high levels as the casters.  he should be able to "grow up" to be Heracles or Beowulf.  Rogues should grow up to be Odysseus and Autolycus.  Warlords can become Achilles leading his Myrmidons or Teddy Roosevelt leading his Rough Riders.  I very much want to see such things in the Legacy materials they've hinted at.

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