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5 months ago ::
Jan 03, 2013 - 1:15AM
#21
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Date Joined:
May 23, 2012
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It's a good idea. But I would still have a damage bonus that looks like this. 1[w]+ability mod+level mod+feat+magic.
If we were to have multiple attacks, we could have a progression table like this. Note that "power" here refers to a spell, prayer, maneuver, feat or class only skill.
Level-Up Advancement Table |
| lvl 2 |
skill+1 |
| lvl 3 |
ability+1 |
| lvl 4 |
1 additional power |
| lvl 5 |
1 additional skill or skill+1 |
| lvl 6 |
ability+1 |
| lvl 7 |
1 additional power |
| lvl 8 |
1 additional main action |
| lvl 9 |
skill+1 |
| lvl 10 |
ability+1 |
| lvl 11 |
1 additional power |
| lvl 12 |
1 additional skill or skill+1 |
| lvl 13 |
ability+1 |
| lvl 14 |
1 additional power |
| lvl 15 |
1 additional off-hand action |
| lvl 16 |
skill+1 |
| lvl 17 |
ability+1 |
| lvl 18 |
1 additional power |
| lvl 19 |
1 additional skill or skill+1 |
| lvl 20 |
ability+1 |
| lvl 21 |
1 additional power |
| lvl 22 |
1 additional reaction |
| lvl 23 |
skill+1 |
| lvl 24 |
ability+1 |
| lvl 25 |
1 additional power |
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5 months ago ::
Jan 03, 2013 - 1:44AM
#22
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Date Joined:
Dec 20, 2012
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Perhaps there could be different maneuvers allowable on a weapon-by weapon basis. Maybe using a shield allows you to keep more parry dice, great sword ups the MDD die type, TWF doubles the dice you can use for damage, but drops them a die-type and imposes penalties to attacking.
Or just make your MDD type the same as your weapon die type.
I'd be more for this to make weapon choice matter. It makes each weapon different mechanically as opposed to just having differing damage.
What types of maneuvers would be attached to which weapon though?
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5 months ago ::
Jan 03, 2013 - 3:33AM
#23
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Date Joined:
Jun 24, 2005
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Extra attacks really pall with large groups. They are useful as an easy mechanism to handle lots of minion grade monsters. But I seem to have missed the analysis about just scaling mutlple [W] damage as you go up levels. Can someone point me at wherever it was discussed?
Multiplying weapon damage makes weapon choice too important. It incentivizes the use of high damage weapons and punishes those who choose low damage weapons because they fit their character concept.
Then combine 2e weapon speed with multiple attacks so multiple attacks measure speed. A dagger would come close to giving a 1st level character multiple attacks. At 2nd level character might have multiple attacks with a dagger while not having multiple attacks with a greatsword until later depending on how the character boost their attack speed. Basically attack speed + weapon speed gives you a multiple attack every ten points.
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5 months ago ::
Jan 03, 2013 - 4:17AM
#24
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Nope, I don't want that mess called multiple attacks anymore, ever. I say balance weapons first, add secondary properties to weapons. Then we can tie [W] to high level damage as it should be. IMO the weapon damages should only be 1d6 (light), 1d8 (normal) and 1d10 (heavy). It is too broad a range from d4 to d12 and it apparently causes problems about weapon choice because of the lack of sufficient additional weapon properties.
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5 months ago ::
Jan 03, 2013 - 4:26AM
#25
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Date Joined:
Apr 15, 2001
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Multiple attacks don't take that long to do. Just don't go crazy with status effects or sheer numbers (5/6/7). 2 or 3 would be the most you really get maybe 4 at high level and if you are a dual wielder.
1 at 1,2 at 7, 3 at 14 and an extra one if you dual wield.
Reducing a character to a list of dice rolls and modifiers is not role playing*
*pg 30, AD&D 2nd Ed DMG, 1989.
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5 months ago ::
Jan 03, 2013 - 5:13AM
#26
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Date Joined:
Jun 22, 2010
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What I don't like about the current implementation of Martial Damage Dice, is it does not distinguish weapon types and you start to see the mechanism bleed into other classes like the cleric. In theory, MDD is just a substituion for a point system, similar to a monk using ki.
Just like a caster has certain spells that create a unique niche, weapons and armor should do the same thing for fighters. Therefore, I would prefer a multiple attack system, where depending on the weapon used, you can trade out different attacks for different maneuvers. So you would have two-handed weapon maneuvers, single-weapons maneuvers, and even shield maneuvers. If critical hits become a problem, then you can limit them to the primary weapon, or only once per round. I do not believe the extra attacks will slow combat down more than MDD, because whenever you add a choice it will slow down a players actions as they decide what to do on their turn.
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5 months ago ::
Jan 03, 2013 - 5:44AM
#27
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Just watch any combat expert fight, be it an army soldier, a martial artist, a swordsman or whatever.
They don't "charge-up" a mighty blow and unleash it with the fury of Hercules. They move fast, with precision and are able to deliver several good blows where an amateur would fumble with his own blows trying to react so quickly.
RPG rules need not be realistic, but they should give you at least a general feel of what's happening so as to attune with your own imagination of the scene being played.
One could argue that a single big damage could represent several placed blows, since damage and HP are abstractions. But that doesn't cut for me. It takes away too much immersion. When I see a hihgly skilled warrior rolling several attacks, maybe missing some and hiting some, it feels much more real to me as I imagine the scene than one big blow that is a complete miss to no damage or a hit with huge damage. That inevitably leads me to imagine the Hulk unleashing a tremendous, inhuman blow or something like that and I would have to force myself to imagine the scene otherwise. So from an immersion perspective, the MDD system is terrible.
Besides... From my own years-long experience with AD&D, 3ed and Pathfinder, I have never seen the problems described here with wepons such as "everyone choosing the same weapon" or "when multiple-attacks factor in one weapon gives enourmous advantage over the other for rolling a d8 instead of d6."
Sure there were some neglected weapons, but do tweak them, then. Sure there were flaws in the multiple-attacks system (like TWF being overpowered in high levels), but do adjust that.
Do not throw away an entire set of rules that was working pretty well and trade it for one that is weird, hard to picture in your imagination, breaks immersion, and causes several "side-effect" problems in the general rules such as Ability damage modifiers and weapon damage dice becoming irrelevant.
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5 months ago ::
Jan 03, 2013 - 5:53AM
#28
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Date Joined:
Jan 15, 2009
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Just watch any combat expert fight, be it an army soldier, a martial artist, a swordsman or whatever.
They don't "charge-up" a mighty blow and unleash it with the fury of Hercules.
Rolling a die for every beat/parry/stroke/feint etc is heavy handed rediculous D&D has always simplified putting too much rolling every to hit would be on the order of 18 rolls per player for a 6 second turn. They also dont throw that huge haymaker from the floor (movie scene finale) every round after round randomly hoping that it works... they keep their eyes open looking for an opening... but tying it only to critical hit dashes tactics/strategy in the dirt.
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5 months ago ::
Jan 03, 2013 - 6:17AM
#29
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Just watch any combat expert fight, be it an army soldier, a martial artist, a swordsman or whatever.
They don't "charge-up" a mighty blow and unleash it with the fury of Hercules.
Rolling a die for every beat/parry/stroke/feint etc is heavy handed rediculous D&D has always simplified putting too much rolling every to hit would be on the order of 18 rolls per player for a 6 second turn. They also dont throw that huge haymaker from the floor (movie scene finale) every round after round randomly hoping that it works... they keep their eyes open looking for an opening... but tying it only to critical hit dashes tactics/strategy in the dirt.
Sorry but your description does not match any D&D gameplay I know, since I have never seen a player roll 18 dice in a turn (unless it's a high-level spell which is not what's being discussed).
Suppose a 3ed fighter at level 11 with 3 attacks per round. That's 3 d20 rolled for hit, and 3 damage dice rolled if all attacks do hit, going for a total of 6 rolls maximum.
I even had a house-rule for parry, where you could "spend" one attack to roll a To Hit for parrying an attack as a reaction. Even then there's no added roll, since you were forfeiting one of your attacks (and that's even one less damage roll).
TWF with its many extra attacks did lead to excessive rolls and unbalanced damage. But that was a problem with 3.5's TWF, not with the multi-attack system itself.
Besides, rolling dice is fun, it's part of the game, as long as you're not casting 30-dice spells every round, but that's far from the reality of average gameplay (and if some rule is leading to that you adjust that detail in the rules).
Have 3 attacks per round? Sure, grab those 3 d20 in your hand and throw them at the table. And if that makes each player's turn last 10 or 15 more seconds to be resolve so what? I'm not in a hurry to "get things done with." This feels like MMO mentality to me. All that is part of the fun to me.
And if anything, 5ed as it is now is adding even more dice rolls, with all those MDD dice, the Skill dice, the extra die for advantage/disadvantage... Even so it does not bother me, cause rolling dice (to a certain ammount), as I said, to me is fun.
What is bothering me is the MDD system itself and the removal of multiple attacks, despite whatever number of dice rolled.
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5 months ago ::
Jan 03, 2013 - 6:25AM
#30
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Date Joined:
Jan 15, 2009
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Just watch any combat expert fight, be it an army soldier, a martial artist, a swordsman or whatever.
They don't "charge-up" a mighty blow and unleash it with the fury of Hercules.
Rolling a die for every beat/parry/stroke/feint etc is heavy handed rediculous D&D has always simplified putting too much rolling every to hit would be on the order of 18 rolls per player for a 6 second turn. They also dont throw that huge haymaker from the floor (movie scene finale) every round after round randomly hoping that it works... they keep their eyes open looking for an opening... but tying it only to critical hit dashes tactics/strategy in the dirt.
Sorry but your description does not match any D&D gameplay I know, since I have never seen a player roll 18 dice in a turn.
Thats the point.. if they were trying to simulate all those actions to massage your versimilitude with die rolls for each ... it would be rolling 18 dice or more since you then have to roll damage dice and if you do anything but damage then expect saves further every defense should technically be active die rolls and so on and so forth.
MMO hurray now fast combat is MMO mentality ...see getting it done fast so you can roleplay and treating it like a craps game where the dice do it all... ( and pretend all those people making choices in a fight are just war gamers ) is the part of the current schpiel.
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