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6 months ago ::
Dec 04, 2012 - 11:18PM
#1
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Date Joined:
Mar 29, 2005
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Imagine a progression like this for expertise dice...
1: 1d4 2: 1d4, 1d6 3: 1d4, 1d6, 1d8 4: 1d4, 1d6, 1d8, 1d10 5: 2d4, 1d6, 1d8, 1d10 6: 2d4, 2d6, 1d8, 1d10 7: 2d4, 2d6, 2d8, 1d10 8: 2d4, 2d6, 2d8, 2d10 9: 3d4, 2d6, 2d8, 2d10 10: 3d4, 2d6, 2d8, 2d10, 1d12 (Maybe not necessarily at this rate, but you see what I'm doing here.)
Each turn, you choose one die type to recover, rather than recovering all of them.
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6 months ago ::
Dec 04, 2012 - 11:19PM
#2
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You want people to track all of these dices at level 10?
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6 months ago ::
Dec 04, 2012 - 11:22PM
#3
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You want people to track all of these dices at level 10?
Personally, I wouldn't mind. Just write them down and put tick marks next to them when you use them. Honestly, I feel a d6 only progression would be a better choice. Maneuvers capped at a single die maximum would have to be altered, however.
Edit: I removed one of my howevers because it makes me sound like a moron.
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6 months ago ::
Dec 04, 2012 - 11:23PM
#4
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Date Joined:
May 27, 2012
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I would be happy if the fighter eventually ended up with 1d4, 1d6, 1d8, 1d10, 1d12, and possibly 1d20. Multiples of each would seem overly burdensome.
The metagame is not the game.
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6 months ago ::
Dec 04, 2012 - 11:42PM
#5
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Date Joined:
Jun 21, 2012
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Looks a lot like Earthdawn's step chart. I've used it a lot and it's a good system. 1 d4-2 2 d4-1 3 d4 4 d6 5 d8 6 d10 7 d12 8 2d6 9 d8+d6 10 d10+d6 11 d10+d8 Course, their chart was designed to generate average results based on the step number, so a step of 1 is meant for you to end up with a 1 on average and step 11 is supposed to deliver a check result of 11 on average. Expertise dice aren't necessarily meant to do that but the progression is pretty sound and could be adapted pretty easily. And since it's refreshing each round, it's not really that big a deal to track different dice. If it was being done over an encounter I could see that being a concern.
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6 months ago ::
Dec 05, 2012 - 12:27AM
#6
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Imagine a progression like this for expertise dice... (...) (Maybe not necessarily at this rate, but you see what I'm doing here.)
Giving different dice is a good basic idea.
What I did for my Adventurer class was similar: - Limit total expertise dice to 3 - Every other level (or so), increase one die or add a new die
So it went like this:
Level 1: 1d4 Level 2: 1d6 Level 3: 1d6 Level 4: 1d4 + 1d6 Level 5: 1d4 + 1d6 Level 6: 2d6 Level 7: 1d6 + 1d8 Level 8: 1d6 + 1d8 Level 9: 1d6 + 1d8 Level 10: 1d6 + 1d8 + 1d10
I did this specifically to give Maneuver users some tactical decisions in combat beyond how many dice to use.
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6 months ago ::
Dec 05, 2012 - 4:47AM
#7
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Date Joined:
Jan 29, 2005
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I want expertise dice be a simple progression: 1 die gained every odd level, and have each manuever set the die size(s). It makes SO many issues simply go away. This also allows for specializing in manuevers in order to pump up the die size, etc.
For example, damage manuevers may start at d6, but skill bonus manuevers start at d4. Spend another manuver slot to get the "improved" version of that manuever, and the die size increases a step.
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6 months ago ::
Dec 05, 2012 - 5:17AM
#8
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Date Joined:
Aug 17, 2007
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The best way to obtain a smooth progression is to avoid dice altogether.
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6 months ago ::
Dec 05, 2012 - 5:35AM
#9
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Date Joined:
Jan 29, 2005
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The best way to obtain a smooth progression is to avoid dice altogether.
"a smooth progression" for what precisely? Are you talking something like what I and others suggested and split the die size from the progression, or something else?
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6 months ago ::
Dec 05, 2012 - 5:57AM
#10
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Date Joined:
Jul 18, 2005
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I like expertise dice, and this is crazy, but here's my progression, so use it, maybe?
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