Something that I will want to look at (as classes continue to be revised) is how damage and effects are worked into various types of attacks.
One of the important considerations with any d20 system, is that requiring more rolls essentially equates to creating more possible failure points. Particularly when dealing with trying to set up "combos" during an encounter, having to succeed at multiple rolls makes the task even trickier.
4th Edition D&D would generally have encounter powers do "damage + effect" on a hit, with daily powers typically doing both on a hit, and either the effect or half-damage on a miss. In any case, you'd only roll once to determine success or failure. In 5th Edition, generally what you see happening (particularly with Monks, "Battle Master" Fighters, and Paladins) is the requirement for both the player-character to score a hit (for damage) as well as the enemy to fail a saving throw (for effect.)
I've borrowed a little bit from 5e, by allowing any melee attacks to either be used for straightforward damage, or to attempt a "brawl" maneuver. However, I do want to try and hew a little closer to 4e when it comes to building distinct powers for each class; if setting up a cool combo is part of their shtick, then that class should be able to do it with one roll.
This is where it's sort of important to have effects and debilities be well-defined within the mechanical framework. To wit, the "push" mechanic (as defined in the rules) can easily be created using a skill check (as it is currently, with the Brawl skill) but can easily also be tacked onto a simple attack feature; in other words, by not defining every "push" as being the result of a specific type of check, we can use the mechanic elsewhere, without always requiring its own check every time.
Another important consideration is action economy. If the baseline assumption (in combat) is that making a skill check uses a Standard Action, then we have a few methods by which we can make this easier, as a way to build class powers. For example, if a particular class is meant to be good at hiding, we can say, "When you make a successful basic attack, and are not in a maelstrom at the end of your turn, you can become Hidden." This effectively gives the benefit (Hidden) of a successful Stealth check, without requiring the extra roll -- again, because this is an effect that is defined outside of just being the benefit of a successful check. Alternatively, we can allow such classes to make a Stealth check as a Minor Action, or perhaps as part of a Move Action.
The final consideration within the existing framework, is the fixed "DC10 rule" coming into play. When comparing a "trained" skill check to an unmodified attack roll, the skill check is far more likely to succeed. Now some classes (or at least, specific powers) will include modifiers to attack rolls, beyond just Advantage and Expertise; this has generally been done in order to bring expected damage output up to par, without needed to inflate the number of attacks being made. So if we're building skill checks into powers (or onto other actions) then we need to be able to assume that that class will have a good chance of succeeding at that check -- meaning we need to further ensure that those classes are always trained with those skills -- and leaving no possibility of creating a "trap option" where the players unintentionally make their character ineffective.
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A bit of a rushed post today, so apologies if it's a little short and messy.
Check back October 10th for the next one!
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