The cards have always been purely optional, but I like your idea of just using the card sheet as a round tracker and everybody just places their secondary tokens on the action they want to do. I figure every group can do whichever they like.Rel said:One thing that struck me as I was printing off my copy of the game and thinking of getting the cards laminated, etc., was that I'm not sure the cards themselves are necessary. I am thinking of using the sheet of uncut cards as a sort of "Round Track". My idea is to make an extra copy of the tokens with each character on them (Fighter, Elf, Thief, etc.) and allow the players to place them wherever they want on the Round Track. Then I can start at box 1 (currently Defend) and proceed right through the round. Any time I get to a box that has more than one token on it (be they PC tokens or bad guy tokens) I know to roll initiative. And I can hand the tokens back to the players as a way to keep track of where we are in the round.
Eeenteresting... I could see players wrankling at the idea of "bad guy does x this round and he's got enough protectors, there's nothing you can do to stop him from sacrificing the princess/pulling the lever/summoning the demon" but maybe we can think of a tweak to one of the other actions that lets you get past that.Rel said:I'd ditch the opposed Daring check. My thinking is that the player in question is giving up their turn to try and absorb attacks directed at another character. That's pretty selfless and it would suck to give up your turn that way and then fail the Daring checks meaning that the person you're trying to protect maybe gets hit AND you don't get any counter attacks. It also gets rid of a fiddly roll during the enemy turn, which speeds things along. Also not requiring the roll provides narrative control to both the players and the GM by virtue of being able to declare that "If you want to take down X then you'll have to go through me first!
I've always assumed that "simple actions" like your examples are free, including using Awesome points to heal (especially since when DMing I pump my bad guys on the fly the same way anyway). Personally I don't see much need to force players to give up a round to do this kind of stuff.Rel said:Simple Action/Focused Action - So my opinion is still that you want a spot to put things that are specific actions but which aren't as involved as Focused Actions. My proposal is that if a PC wants to take a Simple Action then it goes off immediately on this turn in the round ("I switch weapons" or "I drink the potion" or "I pin the bad guy"*). And if they are taking a Focus Action then this is when it starts but it could be interrupted.
IMO forcing an initiative roll to see if a character escapes or gets pinned is a fun little bit of dice-rolling excitement, but I like your reasoning to keep things condensed. Maybe all "Movement"-related actions should take place on the same turn.Rel said:Move/Forced Move - I like how this parallels Defend (myself)/Protect (somebody else). Also I would specifically put a "Pin" or other movement prevention action under the Simple Action heading because it would suck to give up your turn trying to Pin the bad guy and not even get a chance because he beat you on initiative during the Move phase. It makes sense to me to keep all types of movement, voluntary or otherwise, on the same phase. But I might not be understanding your reasons for having it come at the end of the round. I'd probably change the Thief ability to something called "Trick" and allow it to target one enemy as a Ranged attack and move them to an Arena to which they have access. It could either be a Forced Move or remain a Focus Action.
Yeah, I'm just being fussy about the "This or This" stuff, cuz I've only got so much room on those little cards. We'll see when I attempt to lay out the next set of revisions.Rel said:Shoot - No changes to this
Attack - No changes to this
Resolve Focus Actions - No changes to this
That pares the combat round down to 6 phases and even though three are "This OR This" actions, they are thematically linked and not confusing (in my opinion).
kiznit said:Eeenteresting... I could see players wrankling at the idea of "bad guy does x this round and he's got enough protectors, there's nothing you can do to stop him from sacrificing the princess/pulling the lever/summoning the demon" but maybe we can think of a tweak to one of the other actions that lets you get past that.
kiznit said:I've always assumed that "simple actions" like your examples are free, including using Awesome points to heal (especially since when DMing I pump my bad guys on the fly the same way anyway). Personally I don't see much need to force players to give up a round to do this kind of stuff.
kiznit said:IMO forcing an initiative roll to see if a character escapes or gets pinned is a fun little bit of dice-rolling excitement, but I like your reasoning to keep things condensed. Maybe all "Movement"-related actions should take place on the same turn.
kiznit said:Yeah, I'm just being fussy about the "This or This" stuff, cuz I've only got so much room on those little cards. We'll see when I attempt to lay out the next set of revisions.
MarkCausey said:Could there also be an action for "Aim/Study" action? It could count as a Focus and hit on the 7th initiative and add +2 to hit ...
My line of thinking is that succeeding at an Obstruct means you prevent someone's movement.Rel said:So in the latest rendition above, does Obstruct -> Pin have the same requirement as Focus that you don't get hit while you're doing it?
Yes, that's correct. A Cleric in Very Heavy Armor (Hyp in the Midnight GenCon game) has maxed out at 17 AC, virtually untouchable and a good target for Magic Missiles or swarms of Mooks.Rel said:On an unrelated note, I think I just groked that Reach Weapons improve armor by one CATEGORY rather than simply granting a +1 to AC. Is that correct?
Nah, it's an improvement to your category, but doesn't actually count as Heavy Armor or V. Heavy Armor. I don't see any common sense reason as to why carrying a polearm would interfere much in trying to do Tricky/Sneaky stuff.Rel said:Is that meant to imply that you gain the attending penalties to sneaky stuff?
kiznit said:Nah, it's an improvement to your category, but doesn't actually count as Heavy Armor or V. Heavy Armor. I don't see any common sense reason as to why carrying a polearm would interfere much in trying to do Tricky/Sneaky stuff.
Mechanically, none that I can think of, beyond the importance of the possibility of being disarmed of a spell in the same way someone might be disarmed of a weapon.MarkCausey said:What's the difference between a purchased weapon dealing damage every round and a purchased spell dealing damage every round?
Balance is only a concern so far - old school D&D classes are woefully unbalanced, for instance - so it's not something I'm stressing about.MarkCausey said:The reason I ask is because Fighters get a lot of "always on" abilities and the magic user gets most dailies and such. Doesn't seem to compare well, you know? I'd choose Elf over Magic User every time, if it's just a matter of color.
Rel said:So what's going to be the new paradigm now that Dailies are going away?
Huh. Interesting.Rel said:I'm not married to the idea but how about you keep it Daily but spend an Awesome Point to "Describe a way that your power recharges while you take a brief rest." It means the option won't be available every time UNLESS you don't wear any armor. Helloooo genre reinforcement.
kiznit said:I'd rather see the DM going "You're not in immediate danger, tell me what you're doing to recharge your power" kinda narrative-like thing.
Huh, I didn't see where you were going with that, that's pretty awesome.Rel said:I get you. It's not a small concern.
My point was aimed at Marks mention of Fighters = Always On, Magic Users = Daily. If you can turn a Daily into a Per Encounter by spending Awesome Points then you can be certain of having Awesome Points by the simple virtue of No Armor, which grants 2 every time. If your Magic User wants to wear armor then that's fine. Just earn your Awesome Points by being awesome or be ok with the fact that you won't always be able to recharge after every fight.
MarkCausey said:Put that way, I totally understand Scott's intent and agree with it. I thought the no armor = genre reinforcement meant that if you were a bare-chested fighter and then slept with women you'd be recharged for your abilities. Maybe my mind was in a different gutter at the time.
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