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6 months ago ::
Dec 21, 2012 - 2:25PM
#71
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Date Joined:
Aug 29, 2008
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We can try and get Trevor's attention. He could send it up the chain. 
Yeah, could call. Perhaps Crazy Monkey or Trevor could get this going!
Edit: Good on you Lawolf for starting this ball rolling!
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6 months ago ::
Dec 21, 2012 - 2:32PM
#72
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Date Joined:
May 23, 2012
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The system is streamline, intuitive, and easy to learn. It works perfectly towards 5e's goals of a simple system.
Thoughts?
I'm thinking that we do center all the rolls on ability checks but in a slightly different way.
For example.
We would have a basic roll for all things
attack 1d20 + ability mod + level mod + feat mod + magic mod + situation mod versus defensive 10 + ability mod(or ac) + level mod + feat mod + magic mod
save 10 + ability mod + level mod + feat mod + magic mod + situation mod versus defensive 1d20 + ability mod + level mod + feat mod + magic mod
skill checks and ability checks 1d20 + ability mod + level mod + feat(skill) mod + magic mod + situation mod versus difficulty class 10 + difficulty mod(the average ability mod+level mod+feat mod of the party) + magic mod
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6 months ago ::
Dec 21, 2012 - 2:32PM
#73
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Date Joined:
May 22, 2003
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Here's a summary for them:  We can message them directly, tweet, and campaign grassroots style as well.
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6 months ago ::
Dec 21, 2012 - 2:34PM
#74
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- VCL Emeritus
- The Inquisitor
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No messaging or tweeting necessary.  The thread has been seen.
Quentin Small WotC Online Community Coordinator All around helpful simian
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6 months ago ::
Dec 21, 2012 - 2:36PM
#75
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Date Joined:
May 22, 2003
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No messaging or tweeting necessary. The thread has been seen. 
Oh, hehe. Nice. 
(I already hit up Trevor to check it out. -- YOU WERE NEXT ON THE HIT LIST!)
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6 months ago ::
Dec 21, 2012 - 2:40PM
#76
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Date Joined:
May 23, 2012
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Here's a summary for them:
We can message them directly, tweet, and campaign grassroots style as well. 
I could get behind this idea but I'm not too sure about the compound x[W] damage.
It could prove too lethal when we factor in multiple attacks. Currently fighters get a combat surge(it means multiple attacks).
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6 months ago ::
Dec 21, 2012 - 2:47PM
#77
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Date Joined:
May 22, 2003
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I could get behind this idea but I'm not too sure about the compound x[W] damage.
It could prove too lethal when we factor in multiple attacks. Currently fighters get a combat surge(it means multiple attacks).
Everything is open to negotiation and change, so Combat Surge could be tempered to not be so grievous in output.
Also, if fighters actually had...
LEVEL 1: COMBAT MASTERY When wielding a weapon in your hand, you always seem to excel beyond what is expected of you. Benefit: When you roll your Skill Dice to attack, roll two of that die and take the higher result.
...then Combat Surge would be mostly obviated by the sheer damage output fighters would already be reliably capable of.
I can't speak for all fighter players, but Combat Mastery is a pretty sick and awesome 'something extra' to have that I'd take any day over an extra attack. Toss in bonus Maneuvers over the course of my leveling progression and I'm sold on that package. 
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6 months ago ::
Dec 21, 2012 - 3:04PM
#78
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Date Joined:
May 23, 2012
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I can't speak for all fighter players, but Combat Mastery is a pretty sick and awesome 'something extra' to have that I'd take any day over an extra attack. Toss in bonus Maneuvers over the course of my leveling progression and I'm sold on that package. 
Well, it wouldn't hurt to test out. I'll see if I have time tonight to play with this skill dice and x[W] damage system in my Javascript program. If I like it, I'll see if I can get some players to test it. I'll have to read this thread some more and ask for clarification.
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6 months ago ::
Dec 21, 2012 - 3:39PM
#79
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Date Joined:
Jan 29, 2005
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How about we add a "defense" skill? Just like offense, defense should be trainable as well. This is especially important for melee types, but less for others. AC would become something like 10+[armor]+[defense]. Either could be a fixed value or die roll, depending on preference.
Defense would function differently from the Parry maneuver, since it adds to AC directly rather than reduce the incoming damage.
Magic Dual Color Test
Show
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6 months ago ::
Dec 21, 2012 - 5:25PM
#80
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Another brainstorm. While using the [W] method what if instead of ability mod to damage roll, ability mod was the min value a die could show.
A fighter with a 18 strength and a longsword who rolls 1d8 and gets a 3 would still do 4 damage. This would serve to keep low [W] weapons relevant even while throwing 5 dice.
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