Problem is that it's vague.goodmangames wrote:Have you had a chance to run some games yet? Don't overthink Mighty Deeds - they should require NO work from the judge. It's up to the PLAYER to define them. Every time the warrior lands a strike, he should be describing his attack and what he attempts with the mighty deed.
For some players, this is really hard. They're not imaginative in how they think of attacks, or they're stuck on 3E feats as a way to run their fighter, or something else. Some players never "get it" and they continually forget to declare their Mighty Deed.
But for most players, they gradually "get it" and then start to really love Mighty Deeds. On every single attack, they define a special move. Usually they figure out to attempt different moves at different times (this one's a trip, this one's a disarm!). Eventually they may settle into a rhythm with a couple preferred moves.
At low levels there are only a couple possible results from a Deed (they're rolling d3 or d4 and trying to get 3+) so you really only have 1 or 2 possible results from every Deed. By the time the characters start to approach 3rd or 4th level, you have a sense of what the fighter tends to attempt, and you can start determining how that ability might scale. But remember: it is the PLAYER'S job to declare what he tries to do. All you have to do is think through, "okay, he needs to be 3rd level to try this version of it and 4th level to try this other version" (since the Deed results roughly correlate with level based on the deed die). You will have many sessions of game play between each level-up, so there's plenty of time to think and scale...
For example
'Cutting off the opponent's hand'.
Is that 3+, 4+, 5+, 6+ or 7+?
'Taking the rider out of his saddle with well aimed blow'
Is that 3+, 4+, 5+, 6+ or 7+?
And so on. Perhaps not the best of examples, but I hope it gets my point across.