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4 months ago ::
Jan 30, 2013 - 9:42PM
#1
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Date Joined:
Jan 22, 2013
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I like the Martial Damage Dice (not overly fond of the name) but I like its implementation, its a solid easy to use way of giving fighter types a distinctive edge in combat.
However, they refresh EVERY turn. Seems a little too often by my experience. I think MDD should refresh only after a short rest.
Anyone else agree?
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4 months ago ::
Jan 30, 2013 - 9:48PM
#2
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Date Joined:
Mar 23, 2007
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I agree that it refreshes a little too often in this packet. Every turn, even when it's not your turn, seems a bit much. But I think a short rest is way to long, to the point of being almost punative.
It turns Maneuvers into encounter powers when they aren't balanced for that and it makes it where a Fighter has to choose between doing decent damage once or parrying once. That takes the joy out of playing the fighter and makes them boring again, IMHO of course.
I think the first packet I played with them had it right, once a round at the end of each of your turns. That way you have to choose between do I parry and lose my mondo damage bonus or do I lay it out all and leave myself open? That's strategy. The way it is now there is no choice.
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4 months ago ::
Jan 31, 2013 - 4:51AM
#3
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Date Joined:
Jan 28, 2013
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Is there something MDD can be used for besides adding damage to a successful attack and for parrying?
If not, keep in mind that even though they refresh every turn, they can really only be used twice per round. They can be used once on your turn (for example, as extra damage to your successful attack), and then for parry, which is a reaction, on another turn. Since you can only have one reaction per round, you can't use them again after that until your next turn, even though they have refreshed.
Unless there is another use for MDD that is not classified as a reaction, I'm not sure how you could use them more than twice per round.
This lets you use them to give extra damage as a fighter, and to use them for one defensive reaction, but still leaves you open to normal damage from other attacks during the round.
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4 months ago ::
Jan 31, 2013 - 7:37AM
#4
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Date Joined:
Jun 17, 2011
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I think the first packet I played with them had it right, once a round at the end of each of your turns. That way you have to choose between do I parry and lose my mondo damage bonus or do I lay it out all and leave myself open? That's strategy. The way it is now there is no choice.
I disagree. If the GM knows his monster's damage would get mitigated by a parry declared in advance, why would an intelligent monster choose to attack that target?
alienux has a point: the MDD are only being thrown around twice per round for fighters, once per round for almost everyone else. Parry is how the fighter mitigates damage. Barbarians, the other tanky class, have resistance. It's how they survive.
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4 months ago ::
Jan 31, 2013 - 2:36PM
#5
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Date Joined:
Sep 21, 2007
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I think we would be better served with players having LESS MDD as opposed to having them refresh slower.
Right now, martial character damage output is out of hand, and there are certainly not enough maneuvers in any character's repertoire to justify so big an amount.
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4 months ago ::
Jan 31, 2013 - 5:37PM
#6
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Date Joined:
Dec 21, 2011
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I think we would be better served with players having LESS MDD as opposed to having them refresh slower.
Right now, martial character damage output is out of hand, and there are certainly not enough maneuvers in any character's repertoire to justify so big an amount.
I agree with this. I'd like to see how it plays with 1d6 for more levels (maybe 1-5), 2d6 for levels 6-10, 3d6 for levels 11-15, and 4d6 for 16-20. This in conjunction with a little hit point boost to some monsters (or to elite specimens within each species) could go a long way. If MDD is reduced to these amounts, then Clerics won't feel like horrible melee combatants at lower levels, and Wizard cantrips would be more in line with martial attacks (although still not as powerful).
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4 months ago ::
Jan 31, 2013 - 11:35PM
#7
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Date Joined:
Apr 12, 2010
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I think the first packet I played with them had it right, once a round at the end of each of your turns. That way you have to choose between do I parry and lose my mondo damage bonus or do I lay it out all and leave myself open? That's strategy. The way it is now there is no choice.
I disagree. If the GM knows his monster's damage would get mitigated by a parry declared in advance, why would an intelligent monster choose to attack that target?
alienux has a point: the MDD are only being thrown around twice per round for fighters, once per round for almost everyone else. Parry is how the fighter mitigates damage. Barbarians, the other tanky class, have resistance. It's how they survive.
First because the DM know something on a metalevel plan does not mean the monster know in game the way I play, but each to their own. With combat reflexed you can have 3 uses of MDD per round. My table prefer to have to alter their tactics every turn instead of just hitting for max, then parry for max. If it refreshes at the start of player turns you have to make a choice about how much you think you need to save for parry. Other players may not like to be forced to think ahead and just want to roll and get on with it....thats fair
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4 months ago ::
Feb 01, 2013 - 8:29AM
#8
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Date Joined:
Sep 30, 2009
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I dont think the answer is to nerf MDD, they are there to make the martial characters feel 'super' and to be able to kep up with Magic casters who are able to create shedloads of awesome effects as well as damage.
I would prefer to see an increase of monsters AC's and potentially HP, although personally i'd lean more toward AC as i enjoy the increased combat speed compared to 4e, but monsters feel far too 'squishy' at the moment.
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4 months ago ::
Feb 01, 2013 - 10:31AM
#9
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Date Joined:
Dec 17, 2012
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Yes, we came to the same conclusion last night. Would it be at the rate of a refresh or an overall limit in frequency / encounter.
Im not sure it requires an overall reset in monster ac/hp, but maybe a increase in the recommended monsters / encounter.
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4 months ago ::
Feb 01, 2013 - 1:19PM
#10
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Date Joined:
Sep 21, 2007
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I dont think the answer is to nerf MDD, they are there to make the martial characters feel 'super' and to be able to kep up with Magic casters who are able to create shedloads of awesome effects as well as damage.
I would prefer to see an increase of monsters AC's and potentially HP, although personally i'd lean more toward AC as i enjoy the increased combat speed compared to 4e, but monsters feel far too 'squishy' at the moment.
The thing it, right now they don't just "keep up" with spellcasters: they leave 'em behind by miles. My group is around level 5 right now, and the wizard (frailer, no armor, limited spellslots) can deal as much damage as the fighter... once, that is, if the monster fails his saving throw.
Granted the monsters are a bit frail, and they need a boost in AC.
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