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Hellebore wrote:Why don't you have your players declare what they want to do that round and then see if they can do it? Like how attacks in general work.
Neith wrote:The way I understand it, the combat in DARPG is meant to be a bit abstract. You rolling your dice doesn't equal your character swinging his weapon -- it's a 15 second mini battle in which you attempt to attack and hurt your opponent. During that time your character can parry, dodge, duck, and swing multiple times. The attack roll is meant to test whether or not a blow was landed during that time.
Zapp wrote:Hellebore wrote:Why don't you have your players declare what they want to do that round and then see if they can do it? Like how attacks in general work.
Well, that misses what I consider an important point in current game design.
Describing your action (in great detail) to modify your success chance (also often in great detail) was common back in previous decades of roleplaying. The simulationistic approach, if you will.
Nowadays, however, more games let the dice describe your action and leave up to you to rationalize how it happened.
Zapp wrote:While Dragon Age is nowhere near games like Dragons & Dragons 4E or Warhammer FRP 3 in how far it takes this paradigm, its stunt system is decidedly "modern" in this sense.
Feel free to implement the above suggestion - just as long as you are aware of the above. In short; you're turning onto a path that leads away from what I consider core design principles of Dragon Age. Not that this is necessarily bad - especially as you know what you are doing; if you didn't before you read this post, you do now! )
PS. Myself, I far prefer and recommend an approach along the lines of the "stunt point bank" suggestions given. It adds "action points" to the DA game in a way that keeps - and strengthens - its core game design.
Hellebore wrote:Even the set 3 playtest doesn't mess with the chance of getting stunt points - it simply gives you an additional +1 at 20th level if you successfully roll them.
In addition to the specific powers unique to each class, all Dragon Age characters gain the following benefit upon achieving level 11:
* You gain a +1 bonus when generating stunt points. if you roll a stunt and have a 6 on your Dragon Die, for example, you have 7 stunt points to spend.
Zapp wrote:Hellebore: the "core mechanic" in Dragon Age is "ability to perform stunts" - not "having a N percent chance of pulling off a stunt".
Zapp wrote:Allowing characters more control over when and where the stunts happen augments the stunt mechanic, it evokes that mechanic more often - it doesn't break it.
Zapp wrote:Adding combat modifiers is a completely different way of approaching "flexibility" in combat. Both approaches aim to break off the "you hit I hit" monotony. Both can work well, and there's no "right" or "better" way. My point is merely that that DA has already made its choice, and that I would advise careful consideration before I'd recommend adding in the other one.
Hellebore wrote:I would say that any kind of 'stunt bank' is actually going AGAINST the core game design, not supporting it. A stunt bank gives away for free what the core rules require you get through chance. It BYPASSES the core rules. Being a chance product they are equally likely for anyone.
But the game is designed around everyone having a ~44% chance of being able to perform stunts, not a 100% chance of doing several and then a 44% of doing the rest.
The rationale I provided was a way for people to look at how stunts are performed and make sense of them, as was the concern of the OP. By treating stunts like Actions (I declare an Attack Action followed by a Disarm Stunt) you are not altering the mechanics in anyway, still following the way stunt rules actually work, but giving the player a better rationalisation for how their stunts are actually done.
I don't see how that is moving away from the core mechanics - unlike a stunt bank it doesn't change them...
shonuff wrote:That's the issue I am having... what's the best amount of allowable in a bank to give more control without breaking the game (too much).
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