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7 months ago ::
Nov 16, 2012 - 7:44AM
#11
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Date Joined:
Jun 21, 2012
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The three previous attacks were 1d10 each. So that's 6d10 across 4 attacks. Basically each die spent deals an initial die and if the monk decides to finish it yields an additional die as a finish move.
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7 months ago ::
Nov 16, 2012 - 7:45AM
#12
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Date Joined:
Oct 23, 2012
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No manuever should be able to exceed the damage cap of Normal XD + normal attack DMG, unless it has some sort of extreme negative (and even that is debatable).
Sorry but this does not seem clean enough to be functional, at level ten I might have to make four rolls individually? That seems like a slow and boring mechanic, like watching lotto balls being picked.
sorry, fob is perfect as is, IMO.
My mind is a deal-breaker.
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7 months ago ::
Nov 16, 2012 - 7:48AM
#13
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Date Joined:
Jun 17, 2010
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The three previous attacks were 1d10 each. So that's 6d10 across 4 attacks.
Basically each die spent deals an initial die and if the monk decides to finish it yields an additional die as a finish move.
I still don't get where you're getting extra dice from. The point of the expertise dice mechanic is that you actually use the dice, themselves, that you're using.
Look man, I'm not trying to be difficult, and I'm really trying. I just have no idea how this is supposed to be an improvement, especially for the people who don't have high system mastery.
D&D Next = D&D: Quantum Edition
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7 months ago ::
Nov 16, 2012 - 8:04AM
#14
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Date Joined:
Jun 21, 2012
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Well you could resolve it in a single throw of the dice with colour coded dice. So you announce you're spending 3 expertise dice and doing a 4 hit combo. You designate red as first, black as 2nd, and so on. You roll your dice. If you hit with all 4, jackpot! Roll 1d6+5+6d10. If you hit with the first two you make unhappy sounds and roll 2d10. If you hit with the first and the third, you lament your fortune and roll 1d10. My group tends to roll each attack out one at a time; it's just our habit
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7 months ago ::
Nov 16, 2012 - 8:13AM
#15
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Date Joined:
Jun 21, 2012
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OK well the basic concept is a series of low-yield hits that build to a very powerful finish. I'm just using expertise dice 'cause that's the system in front of me, but it could just be your weapon damage roll (unarmed in this case) without any modifiers. It doesn't matter what the mechanic is, the fun part is knowing that you're building to that huge finish move. The tension comes from the fact that if you miss you lose the combo and you only get to deal the small damage that your initial attacks do. In 3e terms, flurry would go like so: 1st attack, hit. Roll damage normally or announce a flurry. If you announce a flurry, deal unmodified unarmed dice. 2nd attack, hit. Roll full damage + 2 and stop or deal unmodified unarmed dice 3rd attack, hit. roll for full damage +6 and stop or deal unmodified unarmed dice. 4th attack, hit, roll for full damage +10 and stop.... You see? The idea is the return grows with each successive hit. The expertise dice are just a medium. The combo move is the unmodified expertice die. The finish move is your unarmed damage roll + however many dice you spent. Or it could be something different. I don't mind but the fact that the most important strike is the last one and there's some real chances of losing it makes the additional attacks more fun.
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7 months ago ::
Nov 16, 2012 - 9:49AM
#16
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Date Joined:
Sep 20, 2004
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-1.
Flurry of Blows, as is, is amazing. It deals the same amount of total potential damage as Deadly Strike, will be better overall (statistically speaking, over time), and amounts to a large number of small hits which together, coupled with the higher chance of rolling a critical hit, do great damage. Flurry of Blows is FANTASTIC as is. I really don't want them to change it! It feels perfect!
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7 months ago ::
Nov 16, 2012 - 9:51AM
#17
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Date Joined:
Jun 21, 2012
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I wish I could share the excitement for flurry. I hated it pretty much instantly. I played through a few combats with my brother and we both hated it.
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7 months ago ::
Nov 16, 2012 - 7:16PM
#18
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Date Joined:
Aug 26, 2011
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Really the numbers for this idea could work. It is a trade off - you trade a low probability of hitting every time, for getting more damage. Ironing out exactly how much damage you get so that its in line with other attack styles of other classes is perfectly possible and would be a good discussion to have. Really the first consideration should be comparing how fun it is though. Flurry of blows is well designed as a system with statistical benefits, but its just boring. Just put yourself in the situation in which it is used "I missed!, darn, thats sort of not fun, Oh but wait! I can make a nearly insignificant second attack roll for the chance of doing a d4 of damage... lets waste everybodies time for that!" The numbers are sound, no argument there, but its sound in a boring way. Combos in martial arts video games don't end with a small poke for no damage, if you hit all the buttons with the right timing you get rewarded with a big hit, so that hitting buttons is fun, and not just fun for you- other people in the game are watching to see if you get your combo off! They want you to wip out your mad skills and pound the boss, not flurry insignificantly and waste everyones time.
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7 months ago ::
Nov 16, 2012 - 7:52PM
#19
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Date Joined:
Feb 24, 2008
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I would suggest giving and additional ability at sixth level that gives an additional attack for the first expertise die. In other words, the first ED spent grants two extra attacks; additional die still grant one additional attack. Playing around with the numbers this gives the 10th level Monk with a +5 attribute damage modifier the following numbers: 26.8 at 65% chance of hitting an opponent 22.075 at 50% chance of hitting an opponent 17.35 at 35% chance of hitting an opponent The compares to an equivalent fighter using a 1d8 weapon and 2d6 weapon as: 65% - 26.2 and 29.6 50% - 20.875 and 23.525 35% - 15.5 and 17.45 EDIT: I had to do an edit. At this point, I got 50 million sheets with various scenarios, and I quoted the wrong sheet...
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7 months ago ::
Nov 16, 2012 - 8:57PM
#20
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Or maybe at 6th level you can add dex to damage on the flurry rolls? So by 10th level if you flurry and hit with all 4 attacks you would do 1d6+5, 1d10+5, 1d10+5, and 1d10+5. A lot but probably comparable to a fighter that hits with both attacks and uses Deadly Strike, while also requiring twice the number of successful attack rolls.
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