I see worries that tracking expertise over the course of a long round could pull players out of the story. You could represent expertise dice WITH ACTUAL DICE. If you have 5d6 in XD, then stack 5 six-siders in front of you at the start of your turn. If you use 2 on attack, they go into the center of the table. You can then use the remaining 3 on parrying, attacks of opportunity, etc. This prevents the need to track anything in your head.
View full commentI see worries that tracking expertise over the course of a long round could pull players out of the story.
You could represent expertise dice WITH ACTUAL DICE.
If you have 5d6 in XD, then stack 5 six-siders in front of you at the start of your turn. If you use 2 on attack, they go into the center of the table. You can then use the remaining 3 on parrying, attacks of opportunity, etc.
This prevents the need to track anything in your head.
You could split XD into Expertise Dice and Damage Dice. When a player gains an XD according to currently rules, give fighters the choice to gain a "Damage Die" instead, that adds to every attack. Then get rid of Deadly Strike. This will let players differentiate between "Simple Fighter" and a fighter with a variety of combat options. Alternatively, replace XD with "Action Points", but still give fighters the choice between "one action point" and "one damage die" at key levels. Then,...
View full commentYou could split XD into Expertise Dice and Damage Dice.
When a player gains an XD according to currently rules, give fighters the choice to gain a "Damage Die" instead, that adds to every attack. Then get rid of Deadly Strike. This will let players differentiate between "Simple Fighter" and a fighter with a variety of combat options.
Alternatively, replace XD with "Action Points", but still give fighters the choice between "one action point" and "one damage die" at key levels. Then, keep Deadly Strike in but require TWO Action Points for each Damage Die. This way, Simple Fighters get an advantage in max damage, but "Complex Fighters" still have the option to throw their Action Points at damage if the other maneuvers available don't make a lot of sense in the current situation.
I love the idea of expanding on Sneak Attack, and I love the idea that Fighters can get their back stabs in too. Making surprise attacks their own sub-system would grant all kinds of fun options fo combat and sneaky characters alike. After all, if its a universal mechanic, combat characters and stealth characters can get their own special ways of inflicting sneak attacks. Maybe a duelist can slip a light one in any time they trip up their opponent, while an assassin can end the fight with a...
View full commentI love the idea of expanding on Sneak Attack, and I love the idea that Fighters can get their back stabs in too. Making surprise attacks their own sub-system would grant all kinds of fun options fo combat and sneaky characters alike. After all, if its a universal mechanic, combat characters and stealth characters can get their own special ways of inflicting sneak attacks.
Maybe a duelist can slip a light one in any time they trip up their opponent, while an assassin can end the fight with a single crippling blow from the shadows.
I'd like to see an playtest happen with two level 6 rogues in the party, one that works like Rob's and one that work's like marcos9999's. Then I will be able to decide. Both sound like good ideas, but I'd have to see them in action to decide.
I agree with marcos9999 that the idea of hit points is lunacy especially considering its origin, but I do think Gygax and Arneson did it in the best possible way: characters started with the same HP (D6) as an attack could cause (D6). The blog post talks about the trouble of being stuck with 1 HP: 1 HP nothing! Every character was tromping around with enough health to maybe survive one sword blow - 1 was definitely worse but you weren't exactly sitting pretty anywhere else, either. The tactics...
View full commentI agree with marcos9999 that the idea of hit points is lunacy especially considering its origin, but I do think Gygax and Arneson did it in the best possible way: characters started with the same HP (D6) as an attack could cause (D6). The blog post talks about the trouble of being stuck with 1 HP: 1 HP nothing! Every character was tromping around with enough health to maybe survive one sword blow - 1 was definitely worse but you weren't exactly sitting pretty anywhere else, either. The tactics mentioned in the blog post weren't just standard to HP 1 characters, but to pretty much the entire party! It differentiated low-level play in a way I enjoy, though I'm not sure the progression of HP is really the best way to solve it, as I agree with marcos' other conclusions if not, necessarily, the suggested solutions, but let's not go over it point for point.
You could represent expertise dice WITH ACTUAL DICE.
If you have 5d6 in XD, then stack 5 six-siders in front of you at the start of your turn. If you use 2 on attack, they go into the center of the table. You can then use the remaining 3 on parrying, attacks of opportunity, etc.
This prevents the need to track anything in your head.
View full comment
When a player gains an XD according to currently rules, give fighters the choice to gain a "Damage Die" instead, that adds to every attack. Then get rid of Deadly Strike. This will let players differentiate between "Simple Fighter" and a fighter with a variety of combat options.
Alternatively, replace XD with "Action Points", but still give fighters the choice between "one action point" and "one damage die" at key levels. Then,...
View full comment