Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
Learning the arts of war from other games (esp. 13th Age)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 6820967" data-attributes="member: 6790260"><p>In 13A, they disappear at the end of the encounter, but you always start every encounter with 1 point. Given how short people have said 5e combats are (not my experience, but it's said often enough that it's hard to argue with), this might not be feasible. An alternative could be starting with Proficiency/2. I also like the 'don't rest, act now' side of it but I'm not sure how to maintain it in the face of 5e design limitations. Combats being really short is such a frustrating issue! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" /></p><p></p><p></p><p></p><p>Not at all, I'm afraid. The only exposure I've had to anything like that is the stuff used in the Knights of the Old Republic games, and I'm pretty sure they're just a tweak on 3e or possibly 3.5.</p><p></p><p></p><p></p><p>That's fair, though at the same time I feel like mixing in the more "maneuver"-y stuff from the Monk--especially if some of those maneuvers have payouts like actual HP restoration if you can complete a three-part combo--could help move away from being so "order barking" and thus presenting a more varied and balanced (in the conceptual sense) class.</p><p></p><p></p><p></p><p>I believe it. That's part of why I thought it would be ripe for borrowing from: if it captures well even some <em>facet</em> of the design space, then it could be useful and fitting for many of the "demands" made on the Warlord's abilities.</p><p></p><p></p><p></p><p>Well, that's sort of the point. Many of the critics of proposals--whether a concrete writeup or simply abstract requests--have focused on the powerful/unbalancing/etc. nature of the bonuses requested, and that the usual methods of constraining such power are wholly unacceptable (sometimes to <em>both</em> sides).</p><p></p><p></p><p></p><p>Okay so now I'm <em>really really</em> confused. Are one-round combats ACTUALLY a thing that happen on an even <em>slightly</em> regular basis (say, 10% of the time)? Because my experience of 5e is so dramatically, thoroughly antithetical to that...I just can't even wrap my brain around it. ONE round combats? Really?</p><p></p><p>These are, of course, still valid considerations. Perhaps the round-by-round thing could be helped by porting <em>some</em> of the benefits to allies? That is, Round 1 the Warlord does X, then on the ally's next turn (this round or next round) they get some kind of option/bonus/beneft, and then when the Warlord acts in Round 2 they 'complete' the maneuver? Obviously such teamwork-heavy maneuvers would need to be just one option with some alternatives that are more suited to individual actors (but still providing some degree of "support"). Further, you could just have these things be open/finish, rather than open/flow/finish, so that you almost never have a combat where you can't use SOMETHING.</p><p></p><p>Ugh, I never thought I'd say that "fast" combat was a "problem," but at this point it REALLY is becoming one. (Again, not that that is anything like my experience of 5e, which was slow, brutal, and meat-grinder-y.) So much fruitful, interesting, and potentially-compromise-finding design space locked away because novas are soooooo good and taking even two turns for warmup is practically a gorram life-age of the earth!</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6820967, member: 6790260"] In 13A, they disappear at the end of the encounter, but you always start every encounter with 1 point. Given how short people have said 5e combats are (not my experience, but it's said often enough that it's hard to argue with), this might not be feasible. An alternative could be starting with Proficiency/2. I also like the 'don't rest, act now' side of it but I'm not sure how to maintain it in the face of 5e design limitations. Combats being really short is such a frustrating issue! :mad: Not at all, I'm afraid. The only exposure I've had to anything like that is the stuff used in the Knights of the Old Republic games, and I'm pretty sure they're just a tweak on 3e or possibly 3.5. That's fair, though at the same time I feel like mixing in the more "maneuver"-y stuff from the Monk--especially if some of those maneuvers have payouts like actual HP restoration if you can complete a three-part combo--could help move away from being so "order barking" and thus presenting a more varied and balanced (in the conceptual sense) class. I believe it. That's part of why I thought it would be ripe for borrowing from: if it captures well even some [I]facet[/I] of the design space, then it could be useful and fitting for many of the "demands" made on the Warlord's abilities. Well, that's sort of the point. Many of the critics of proposals--whether a concrete writeup or simply abstract requests--have focused on the powerful/unbalancing/etc. nature of the bonuses requested, and that the usual methods of constraining such power are wholly unacceptable (sometimes to [I]both[/I] sides). Okay so now I'm [I]really really[/I] confused. Are one-round combats ACTUALLY a thing that happen on an even [I]slightly[/I] regular basis (say, 10% of the time)? Because my experience of 5e is so dramatically, thoroughly antithetical to that...I just can't even wrap my brain around it. ONE round combats? Really? These are, of course, still valid considerations. Perhaps the round-by-round thing could be helped by porting [I]some[/I] of the benefits to allies? That is, Round 1 the Warlord does X, then on the ally's next turn (this round or next round) they get some kind of option/bonus/beneft, and then when the Warlord acts in Round 2 they 'complete' the maneuver? Obviously such teamwork-heavy maneuvers would need to be just one option with some alternatives that are more suited to individual actors (but still providing some degree of "support"). Further, you could just have these things be open/finish, rather than open/flow/finish, so that you almost never have a combat where you can't use SOMETHING. Ugh, I never thought I'd say that "fast" combat was a "problem," but at this point it REALLY is becoming one. (Again, not that that is anything like my experience of 5e, which was slow, brutal, and meat-grinder-y.) So much fruitful, interesting, and potentially-compromise-finding design space locked away because novas are soooooo good and taking even two turns for warmup is practically a gorram life-age of the earth! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Learning the arts of war from other games (esp. 13th Age)
Top