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ElegantFugue
Jun 5, 2012

Ran the second of what seems likely to end up being three sessions for (a modified version of) Trouble In Hogtown today. It ended with the phrase "Roll to see how many doves fly out as you John Woo the Vampire Bat," a player rolling two sixes with advantage, and me deciding that this meant at least half of the doves the player saw during his slow-mo flip were actual doves from a nearby grove and not just frog-hallucinogen-induced illusions.

I am counting today as at least a partial success.

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Countblanc
Apr 20, 2005

Help a hero out!
There was an update on the Strike blog today:

quote:

Hey, I haven’t updated in a while, but that doesn’t mean that nothing is going on with Strike! Well, to be honest, nothing was going on in April - I was incredibly busy with my “real” jobs, and I did zero work on Strike! However, May and June have been a different story. I’m working on a major project. Two major projects, really: a “Player options” book with new classes, roles, and a whole lot of items and equipment, and a book of pre-written monsters. I’ve already written about eighty monsters. I’ve got beta versions of five new classes, and Gabriel Butche, who wrote The Psion has written beta versions of four new classes and a new Role.

In the overlap between writing items and writing monsters, I’ll also be writing rules for a campaign set in a world where you hunt monsters and use their body parts to craft items.

And there’s more! I’m nearing completion on the next mini-expansion: Strike! Survival. I didn’t think I’d be writing another mini-expansion while I worked on these projects, but I’ve been thinking about this one for months and I finally had the insights I needed to make it happen. Strike! Survival will deal with man vs nature conflicts like you see in stories like The Martian, Seveneves, The Perfect Storm, Touching the Void, The Way Back, etc. If you want to run a campaign of exploration and pioneering on the Oregon Trail or a fantasy/sci-fi equivalent, this is the supplement you need. If you want to spice up travel scenes with real stakes and avoid the pitfalls that can make travel in RPGs boring, this is the supplement you need. Along with ideas for dangers and resources in several harsh environments, there are also rules for telling “A Harrowing Tale of Survival” In A Harrowing Tale of Survival, when a player character is lost and left for dead, they do not perish, but instead return, losing everything, but living to tell the tale. Check back in two weeks and I'll hopefully have it up for sale.

While I'm not really up to date on the Survival Strike expansion, I can definitely attest to lots of cool stuff in the other two, and more than is even listed there (though it isn't nearly as far along as those things are).

Superstring
Jul 22, 2007

I thought I was going insane for a second.

What are the new classes?!? Give them to meeeee

CuddlyZombie
Nov 6, 2005

I wuv your brains.

Superstring posted:

What are the new classes?!? Give them to meeeee

They're badass, is what they are.

Countblanc
Apr 20, 2005

Help a hero out!
They are quite cool, though at least one is such a huge mess right now that I'm almost ashamed to have other people look at it, haha. Jim's classes on the other hand are sincerely badass and I tweeted a while back about how seeing them in their early drafts made me realize how far I had to go as a game designer. Hopefully the Kickstarter (I thiiiink we're doing KS again) will be opening up in the not-too-distant future because I'm very excited to share stuff.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

Countblanc posted:

They are quite cool, though at least one is such a huge mess right now that I'm almost ashamed to have other people look at it, haha. Jim's classes on the other hand are sincerely badass and I tweeted a while back about how seeing them in their early drafts made me realize how far I had to go as a game designer. Hopefully the Kickstarter (I thiiiink we're doing KS again) will be opening up in the not-too-distant future because I'm very excited to share stuff.

Do you know if you'll be able to grab the core book etc through the kickstarter? I'm debating buying it but might wait for the KS.

Countblanc
Apr 20, 2005

Help a hero out!

Cthulhu Dreams posted:

Do you know if you'll be able to grab the core book etc through the kickstarter? I'm debating buying it but might wait for the KS.

Yup. Jim made a post here confirming as much.

Gort
Aug 18, 2003

Good day what ho cup of tea
I want traps and treasure (plus the monster book I know you're already doing)

I know they're hard but that's what we have professional game designers for

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben
Updated the deployed version at http://hyphz.github.io/StrikeGen.html and the source at http://github.com/hyphz/StrikeGen - now can save and load from files and the URL, and can also export Roll20 macros although I don't use Roll20 that much - I've tested them briefly, can someone check they're alright?

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

Gort posted:

I want traps and treasure (plus the monster book I know you're already doing)

I know they're hard but that's what we have professional game designers for

Treasure yes, I'm on it.

Traps... I don't know! I don't know what people want from traps. Non-monster combat hazards? Dungeon puzzles?

Can you refer me to a book from another game that has really good traps?

Gort
Aug 18, 2003

Good day what ho cup of tea

Jimbozig posted:

Can you refer me to a book from another game that has really good traps?

This is the trouble - I don't actually know any. I'm after the sort of trap-room you get in films, like the garbage compactor in Star Wars, or a crushing spike ceiling or rolling boulder like in Indiana Jones, or the bus in Speed...

Countblanc
Apr 20, 2005

Help a hero out!

hyphz posted:

Updated the deployed version at http://hyphz.github.io/StrikeGen.html and the source at http://github.com/hyphz/StrikeGen - now can save and load from files and the URL, and can also export Roll20 macros although I don't use Roll20 that much - I've tested them briefly, can someone check they're alright?



Seems good to me! The large text dump powers aren't really formatted but that's pretty much nitpicking and is easily done user-side. Good job.

fool of sound
Oct 10, 2012

Jimbozig posted:

Traps... I don't know! I don't know what people want from traps. Non-monster combat hazards? Dungeon puzzles?

Can you refer me to a book from another game that has really good traps?

The only way I've ever had fun running traps was 'you have two minutes to talk out/describe a creative solution or cool scene for avoiding/disabling this trap'. I'd ask them to roll the relevant skill if I didn't think the solution/scene was good enough. If they took too long or failed the roll, they took damage/poison/whatever.

homullus
Mar 27, 2009

Jimbozig posted:

Treasure yes, I'm on it.

Traps... I don't know! I don't know what people want from traps. Non-monster combat hazards? Dungeon puzzles?

Can you refer me to a book from another game that has really good traps?

Traps are resolvable by Skill Rolls, Team Conflict, and even Tactical Combat. Skill Rolls are single-actor and best suited for single narrative obstacles. Tactical Combat only makes sense where the trap elements can be damaged. Team Conflict is pretty great and captures the rest adequately, but is still expansive narratively and maybe a little too abstract for some traps.

For the middle ground (if you want to go there) I would most welcome a minigame midway between Chase and Team Conflict. With Chase, as GM, I get to play too, which I love, but only one net player choice happens there. With Team Conflict, I don't play after I have chosen the Traits, but all the PCs get to do things for several rounds. Can you come up with something where the GM gets to make one decision per round, and all the players get to play? Maybe it also uses space (i.e. a 2x2 or 3x3 grid), to give the skill-less some options or to differentiate it further from the game's other subsystems? That's a tall order, but on top of traps it could be used for other group-oriented dangerous things that don't merit a battle map, such as working out how to pilot the flying saucer or fighting off various attacks on their raft as it floats down the river, and where the players' individual choices affect their individual fates a little more.

Edit: another option is that the GM programs the trap's actions in advance, and in essence the players have some choices and/or deductions to make about them. It's not the same as a round-by-round choice, but the GM has some up-front input into its narrative.

homullus fucked around with this message at 21:01 on Jun 27, 2016

Evil Mastermind
Apr 28, 2008

Will this upcoming KS have the Monster Hunter system plug-in I seem to remember someone saying was coming?

Jimbozig posted:

Treasure yes, I'm on it.

Traps... I don't know! I don't know what people want from traps. Non-monster combat hazards? Dungeon puzzles?

Can you refer me to a book from another game that has really good traps?
Well, the simplest way to handle traps would be to go Fate's Bronze Rule on it: stat up traps like monsters, give them attacks, effective skills, things like that. Then you can deal with traps by either a) reducing them to 0 hp (most likely for large traps or traps that are part of a larger fight), or b) do a "succeed at three skill checks using skills that make sense to help you" like 13th Age does.

Gort
Aug 18, 2003

Good day what ho cup of tea
You can also have the "room fills up with water" trap be the terrain for a fight.

Countblanc
Apr 20, 2005

Help a hero out!

Evil Mastermind posted:

Will this upcoming KS have the Monster Hunter system plug-in I seem to remember someone saying was coming?

The book with prewritten monsters/encounters has that, yes. We're still working out the kinks of how item crafting will work but the actual encounters/drops/etc. are mostly built (though many require testing still). As-is the system assumes you want some amount of "gear grind" - not a lot, but basically there's a system involved that makes you deal more/less damage or take more/less damage from monsters depending on how up-to-date your drops are. Which imo is a pretty important part of lootgames like MonHun.

Countblanc fucked around with this message at 21:25 on Jun 27, 2016

gnapo
Mar 8, 2014
Hey, i have a rules question. Does the Magician's Excellent Prismatic Spray work with the striker power Wind up strike? I'm guessing no, but I'm not sure.

Jimbozig
Sep 30, 2003

I like sharing and ice cream and animals.

gnapo posted:

Hey, i have a rules question. Does the Magician's Excellent Prismatic Spray work with the striker power Wind up strike? I'm guessing no, but I'm not sure.

No because you don't "hit" - you just deal damage. You get your Role Boost, but nothing else that would trigger on a hit.

Abyssal Squid
Jul 24, 2003

A trap idea I've been turning over in my head lately is the Trap Filled Corridor. Individually the traps aren't too hard to avoid completely, but there's so many of them that you have to choose between a slow, methodical approach or fast, reckless one. Fast and reckless is straightforward, if you get a twist you trigger the traps and get injured or set off alarms or whatever, the consequences are usually pretty bad. Slow and methodical is lower risk but it comes at the cost of consuming time resources even if you're successful, and a possible Cost could be Trap Paranoid, which forces you to spend more time looking for traps throughout the location. An appropriate tool (eg 10-foot pole for a pyramid heist, laser-revealing smoke for a high-tech infiltration) would help in either approach.

Obviously this requires some sort of time pressure mechanic in the scene, whether wandering monster/guard rolls, or a simple countdown, or something else. In any case, there's a billion different ways you could vary it and you could even omit rolling completely, but the basic idea is the same as traps in real life, like caltrops: force them to slow down and buy their opponents time, or pay the consequences.

Countblanc
Apr 20, 2005

Help a hero out!
Whoever mentioned the idea of making like, a 5x5 grid that becomes some sort of group mini-game to represent puzzles/traps had a super cool idea but I'm absolutely not the person who should tackle such a concept because my ideal adventure is just constant fighting and maybe smashing a trap by punching it really hard.

Gort
Aug 18, 2003

Good day what ho cup of tea
It might've been me. I was just ripping off the puzzle mechanics from the board game Mansions of Madness. The puzzle rules are in this PDF starting on page 17.

The short version is that in that game a player might choose to spend his turn attempting to solve a puzzle (which might be a magic thing, or rewiring something, or picking a lock, and so on) and the puzzle is represented by a sliding-tile puzzle of actual physical cardboard squares. There are a number of different kinds (like for tumbler locks there are a number of cylinders whose sides need to match up with each other so you rotate them) but the basics are that you get an end state you're trying to work towards, and each action you spend on the puzzle gives you a number of moves equal to some stat (I believe in MoM it's intelligence, but you can easily make a puzzle that revolves around strength since you're moving boulders about or something).

Mansions of Madness is very much a race-against-time game, so the puzzles in it weren't exactly hard, but you were trying to find the way to solve the puzzle in the fewest actions, which added a bit of nuance. I also liked how using the character's stat but the player's brain engaged both the character and player in the puzzle.

homullus
Mar 27, 2009

Countblanc posted:

Whoever mentioned the idea of making like, a 5x5 grid that becomes some sort of group mini-game to represent puzzles/traps had a super cool idea but I'm absolutely not the person who should tackle such a concept because my ideal adventure is just constant fighting and maybe smashing a trap by punching it really hard.

I also suggested it on this page. I was imagining a small (e.g. maybe 5x5) grid, and the players position themselves. The "trap" (which might be an ambush, or a bar fight, or anything else where something is potentially coming at the party in a small space from multiple directions) either has a limited number of different options (e.g. it either needs to be X or T pattern), or it has a wider range of options, but they need to follow logically from each other (e.g. an I pattern can only become L or T).

What happens if the players get hit in the pattern? It should vary according to the narrative and what, exactly, the GM chose in advance (a la Team Conflict). It might mean they can't move, or get force-moved on the board, or take Hits/Strikes.

How do they solve it? Perhaps half the PCs need to be on the right squares and make a roll? I dunno, I didn't get that far.

Abyssal Squid
Jul 24, 2003

Another half-baked trap idea: the location is loaded with traps and you need to clear a path through them to some destination. Put the players on a combat map and they have a limited number of turns to explore the location and disable the traps guarding some prize. But beware! Just like with combat, you'll be earning Strikes as you fail to disarm traps, with similar consequences.

Some possible basic rules:
  • Traps are effectively about making locations impassable, whether they're big or the environment is small.
  • Moving through a trap without disabling it first causes a penalty, special moves can get you through safely (shifting? special skills? idk).
  • Your basic "attack" is: 4-6, trap is disabled; 3, trap is disabled for the purposes of the goal but you still have to move past it carefully; 2, you take damage and and have to try again; 1 you take damage and a Strike.
  • You can attack a trap slowly to get Advantage on your roll, but of course that costs time.
  • There can easily be multiple or secondary objectives!

Some ways this could play out: You're infiltrating the presidential palace and clearing a path so the safecracker can find the war plans (and maybe the jewel cache while you're at it), you're clearing a path through the technocultists' compound so the hacker can get physical access to the mainframe, you need to get the priest through Dracula's castle to exorcise his coffin. Earn too many strikes and even if you get the objective, it might be a Pyrrhic victory! I originally thought of it as an escort mission thing, but it works just as well if not better as a "get in, get the job done, get out" thing too.

(Btw I just bought the game but haven't played it yet, so I get the mechanics but don't have a feel for how they interact. Excited to get a chance to run a game though!)

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

homullus posted:

I also suggested it on this page. I was imagining a small (e.g. maybe 5x5) grid, and the players position themselves. The "trap" (which might be an ambush, or a bar fight, or anything else where something is potentially coming at the party in a small space from multiple directions) either has a limited number of different options (e.g. it either needs to be X or T pattern), or it has a wider range of options, but they need to follow logically from each other (e.g. an I pattern can only become L or T).

What happens if the players get hit in the pattern? It should vary according to the narrative and what, exactly, the GM chose in advance (a la Team Conflict). It might mean they can't move, or get force-moved on the board, or take Hits/Strikes.

How do they solve it? Perhaps half the PCs need to be on the right squares and make a roll? I dunno, I didn't get that far.
One issue I see is that the number of players will make a big difference in any minigame where they all get to interact with it. Team Conflict takes this into account with the increasing base values, but any spatial minigame would be tough to design with that in mind.

Chase on the other hand is basically a two player game, but it works because the RPS aspect enables discussion.

Honestly I like the guessing/RPS aspects of Chase a lot more. It seems less easy to solve. Even if there's a "best" action, you never know what the GM is going to pick. We've gotten into a bit of a rut where in every Team Conflict we just stack on defense until we have enough scouting and advantages to have a solid chance of winning (usually only a round or two).

Countblanc
Apr 20, 2005

Help a hero out!
Jim and I have been talking about at-wills. Specifically, if players currently have enough of them. In D&D 4e you only get 2 at-will powers but you also have significantly more other powers between having Dailies and various utilities, even just during Heroic tier. A lot of Strike's design was deliberately done to streamline 4e-style combat which meant both making math easier and limiting options.

That said, I've talked to some people who fall into that "like-but-don't-love Strike" category and a constant complaint I hear is that player turns are often quite samey and that you're at the mercy of the GM to provide you with interesting power-granting items or combat setpiece gimmicks to alleviate that. Particularly at low levels a player's turn will often be blowing an Encounter power and then hitting the same at-will for another 3-4 rounds. It also makes it difficult to justify taking some of the more esoteric at-will powers as you're then limiting yourself to using one in most situations.

Most of the classes I've designed for the upcoming release have three at-will powers (usually one granted by default or a class feature + "pick two from a list"), and while most of the "PHB2" classes are more complex than the default ones, I'm starting to think that it might be a decent idea to just say that everyone gets three at-will powers. How do people here feel about that? The main things that need considered as far as I see it are:

1) PCs possibly seeming less unique, particularly for classes who have a limited pool of at-wills (coughNecromancercough). This could be alleviated by writing an additional at-will or two for these classes for the upcoming book, but it'd still mean that, especially at lower levels, a Duelist in one game will look more like a Duelist in any other game. I personally don't think this is a big issue since between Encounter powers, Feats, Roles, and the fact that you still have a few at-will choices anyway, but I'd like to hear what others think.

2) Analysis paralysis. Again, limited choices were a design goal to keep games running quickly and smoothly. Most at-will powers are quite simple so this may not be too bad but it's worth keeping in mind.

3) Strength of PCs. Obviously at-wills are balanced against each other and at a particular tier of power, but versatility is a strength too. Do you think players would be able to cover too many situations if they had more at-wills available? Would this make monster design annoying for GMs, having to worry that the next 4-6 powers spread among the party might cover too many weaknesses (not in an adversarial way, just "now the party has 2-3 sources of at-will Slow instead of just 1 so my monsters are less mobile"), or would it not really shake out that differently?

4) Classes with weird at-will rules. Would Martial Artists now get 4 stances? What about Summoners, who are their own unique thing? Does every Shapechanger form get a third at-will?

And any other thoughts people have are welcome! If you're currently running/participating a game and are comfortable seeing how it goes, we'd appreciate letting your players have an extra at-will where applicable (so not Shapechangers obviously) just to see how things feel and telling us about it. Even theorycraft/tummyfeels are welcome though.

Plutonis
Mar 25, 2011

A stance based class would be interesting, maybe make it like the 4e slayer who barely has encounter stuff and is mostly based on at-will stances that change his mobility and stuff?

Generic Octopus
Mar 27, 2010

Countblanc posted:

Jim and I have been talking about at-wills.

My table has just been using lots of Improvised Attacks. Keeps things interesting, narrative, and versatile.

TheLovablePlutonis posted:

A stance based class would be interesting, maybe make it like the 4e slayer who barely has encounter stuff and is mostly based on at-will stances that change his mobility and stuff?

Isn't this the Martial Artist?

Countblanc
Apr 20, 2005

Help a hero out!

Generic Octopus posted:

My table has just been using lots of Improvised Attacks. Keeps things interesting, narrative, and versatile.

That's certainly an option, though it falls pretty firmly in that "putting responsibility on the GM [and/or player]" rather than the designer, and also is obviously not necessarily balanced properly (not aimed at you in particular, but there's specific formulas/etc which go on behind the scenes which might not be obvious). Would you say that your fights wouldn't be tactically satisfying if people weren't using those, leaving aside any possible meta-boringness of people not describing their actions as much or what have you? Do you have any examples of what sort of powers they have been using?

shitty poker hand
Jun 13, 2013

Countblanc posted:

Would this make monster design annoying for GMs, having to worry that the next 4-6 powers spread among the party might cover too many weaknesses (not in an adversarial way, just "now the party has 2-3 sources of at-will Slow instead of just 1 so my monsters are less mobile"), or would it not really shake out that differently?

Personally, I would rather have 'stronger' PCs who have more options, and just design encounters around that. I'd rather have my PCs be more versatile, especially if it means their players are having more fun.

homullus
Mar 27, 2009

Countblanc posted:

Jim and I have been talking about at-wills.

You could add an at-will to the kits, maybe. They're already an optional subsystem, so Analysis Paralysis is only there if you let it be. It also spreads the powers out even more so that two players with the same class and role could play pretty differently.

Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?

homullus posted:

You could add an at-will to the kits, maybe. They're already an optional subsystem, so Analysis Paralysis is only there if you let it be. It also spreads the powers out even more so that two players with the same class and role could play pretty differently.

But then you'd get that problem where your noncombat options have a major effect on your combat options. Could you make it work? Maybe, but you'll probably end up with a situation where you never see Scholars as melee classes because their at-will's bad at that range, and that's a problem.

Plutonis
Mar 25, 2011

Generic Octopus posted:

Isn't this the Martial Artist?

I remember looking at a draft where the MA had a few encounter powers and was not that reliant on the stances

homullus
Mar 27, 2009

Lurks With Wolves posted:

But then you'd get that problem where your noncombat options have a major effect on your combat options. Could you make it work? Maybe, but you'll probably end up with a situation where you never see Scholars as melee classes because their at-will's bad at that range, and that's a problem.

I don't understand what you are saying here. If the Scholar's at-will is not melee range and it's a melee character, doesn't that give a melee character something better to do than the RBA?

Slab Squatthrust
Jun 3, 2008

This is mutiny!

homullus posted:

I don't understand what you are saying here. If the Scholar's at-will is not melee range and it's a melee character, doesn't that give a melee character something better to do than the RBA?

I think this is a bad idea in general, it's going to play havoc with the Summoner and Martial Artist balance in particular I imagine. MA taking a melee at-will, that would then also benefit from stances, would basically be mandatory. The combat and non combat sides of characters are currently almost two separate characters, which is really cool and one of the big points of the system I think.

Generic Octopus
Mar 27, 2010

Countblanc posted:

That's certainly an option, though it falls pretty firmly in that "putting responsibility on the GM [and/or player]" rather than the designer, and also is obviously not necessarily balanced properly (not aimed at you in particular, but there's specific formulas/etc which go on behind the scenes which might not be obvious). Would you say that your fights wouldn't be tactically satisfying if people weren't using those, leaving aside any possible meta-boringness of people not describing their actions as much or what have you? Do you have any examples of what sort of powers they have been using?

It think if you fleshed out a more solid framework for improvised actions it'd roughly equate to what you're attempting with broadening the power base. You already have effects broken down into tiers for monster building purposes; what we usually do is gauge the situation and quickly figure out what kind of effect the Improv would have, and depending on its strength, deduct from the damage. Examples off my head include trying to momentarily stun a guy (no damage), using a smiting prayer to attack something normally beyond reach (3 damage), and trying to knock a guy away from a wounded ally (2 damage, pushed 3 squares).

If the improvised attack rules didn't exist, sure, things would get stale...but they do. And perhaps if they were fleshed out more, with more codified structure, you could achieve your goal of making sure everyone has access to this sort of combat versatility in the RAW without going back and reconsidering every class and its options.

On analysis paralysis though, I have 2 people in my group who've massively enjoyed having a small niche set of abilities (class & role powers) and then just tagging the improv option when they want to do a thing that isn't written.

Countblanc
Apr 20, 2005

Help a hero out!
re: Kits (or some non-class system) as a source for at-wills, an issue there is that many of the new classes are designed with three at-wills in mind. This would mean giving those characters 4 with the "bonus" at-will. I sorta like the idea of secondary sources for powers like how you get Skill Powers in 4e, but I don't think it's necessarily the right fix for this particular problem.

homullus
Mar 27, 2009

The Gate posted:

I think this is a bad idea in general, it's going to play havoc with the Summoner and Martial Artist balance in particular I imagine. MA taking a melee at-will, that would then also benefit from stances, would basically be mandatory. The combat and non combat sides of characters are currently almost two separate characters, which is really cool and one of the big points of the system I think.

I am not going to spend any more e-ink on the suggestion than this post -- I don't love it that much -- but if there are imbalances that arise with the Martial Artist because the At-Will would benefit unduly from stances, the obvious way to address that is to say "it doesn't benefit from the Martial Artist's stances." Roles already give additional powers and flavor to classes without imbalancing them. The Boss kit has a feat that gives him an in-combat aura already. There is ample precedent for introducing new powers to existing characters without mass hysteria.

fool of sound
Oct 10, 2012

Countblanc posted:

And any other thoughts people have are welcome! If you're currently running/participating a game and are comfortable seeing how it goes, we'd appreciate letting your players have an extra at-will where applicable (so not Shapechangers obviously) just to see how things feel and telling us about it. Even theorycraft/tummyfeels are welcome though.

I ran the first about 4 levels of a double-classed game, where each player got powers from two different classes, though could benefit from the passive of only one class, and still only got one encounter power use at each level slot per fight, to be used for either their of their class' encounter powers. It worked pretty well, and I only had to make encounters slightly harder to compensate.

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Abyssal Squid
Jul 24, 2003

How about giving everyone access to slightly weaker attacks that inflict minor status effects? Something like "m/r5 d2, e: Choose one of the following effects: target is grabbed (escape ends), target is knocked prone/distracted/harried (until end of their turn), target is pushed/pulled 1, or target's square becomes difficult terrain. Special: this attack does no damage unless you roll a 6."

Most of the time players would be able to come up with some cool narration and turn it into an Improvised Attack anyway, but having it as an official option helps remind players what's on the table, and having it be weaker than a Basic Attack keeps it from stepping on any toes. It also avoids the problem D&D had where doing anything interesting often meant forgoing damage completely, and being specialized just meant it was possible for you to do the cool thing reliably.

On the encounter powers side, giving everyone access to something similar to the Magician's no-reuse powers might be something. Everybody picks a encounter power out of a big list of all-class powers and they get access to a new one at the end of combat, for instance.

e: or what Generic Octopus said while I got distracted.

Abyssal Squid fucked around with this message at 22:36 on Jul 7, 2016

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