Tortog wrote:
True, but IMO allowing the players to burn stats to "thumb their nose at fate" is a terrible mechanic. Especially since one of the stated design principles is (in the design blogs and on the threads): game balance through randomization. {Translation for those not fluent in DM-speak: "Everyone got screwed, so quit your b!tching."}
In a long term campaign you cannot thumb your fate all the time. The luck score does not recover at one point per day but over time. So the use of luck for non thief classes will be few and far between. The thief class is the one that throws the whole luck thing into a mechanic that is very disruptive.
Tortog wrote:
I think there is some confusion about the word "unique." If this idea that MDoA is to be for warrior's only is so important: then why replicate the Warrior Class with the Dwarf class? Especially since the Dwarf Class has no hope of performing as well at fighting as the Warrior class (which tells me that there is something seriously broken in the game design). The "uniqueness" is further muddied by the fact that the DCCRPG warrior is wearing "too many helmets" (to borrow a phrase). In the DCC system the warrior must be: warrior, ranger, barbarian, as well as town/temple guards, etc.. The other combat classes need to be separated from the warrior in order to gain any sense of uniqueness.
My experience over the last few decades has taught me that the Fighter/Warrior class is what people play when the stats won't support anything more interesting. Fighters/Warriors are not unique in any sense: historically, or in the fantasy literature: they are ubiquitous. Stamped out out of a "dime-a-dozen" mold somewhere and put into ranks to form armies: 99.99% of which are fated to become nothing more than a stain on a battle-field.
It all depends on what you want to play. We have players that prefer warrior types. I myself have played a warrior type when I wanted to RP more than PG. In 3e at higher levels (with spell casters), you spend more time figuring out what is the best spell or ability to use. So I like to play fighters because of more limited actions and I can actually RP more.
DCCRPG takes the second tact because of limited options for all except the Cleric (who has a huge spell selection).
About your Dwarf = Warrior comment not keeping Warriors unique. I am not a 100% fan of the race = class, but that is part of the game (and not part of this discussion). But I have no problem with Dwarf getting Warrior abilities. Because that is the 'class' ability. They are NOT getting spells or thief skills and MDoA's. They are just another version of a Warrior class called Dwarf.

Tortog wrote:
This is a bad idea... it means that I can hit something in the eye with a weapon sufficiently to cause blindness, but not damage the target meaningfully? I thought we were aiming for a "gritty reality" feel for the game.
Necessary with the current rule set and the way that Thieves function. Without this function, thieves would be more powerful than warriors.
Tortog wrote:
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3. You take a negative to hit modifier = your attempted maneuver (minimum of -3)
did that... sorry I was insufficiently punitive towards the PC with the crappy stats.
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4. If you hit and exceed the target number by the attempted maneuver, the result happens.
Um... that's one of the things I suggested... beat the AC + modifiers and the Deed succeeds. You're taking me to task on my idea and then paraphrasing it back at me? Poor form Hamakto.
Did you wake up on the wrong side of the bed? I was putting together a complete set of points that would be workable with what you indicated. This would prevent someone from having to scroll back and re-read your original post. It also took your paragraph and put it in a simpler 4 step form. But I digress...
The reason for the higher penalties is not to penalize those with 'crappy' stats. It is to provide a proper balance for the MDoA abilities for a non-warrior. Note that it is really a double penalty. -X to hit... and +x for it to be successful.
Because of the double penalty, I could see allowing weapon damage on hit... and effect on to hit +x.
The changes were subtle but I think very important to prevent other classes from overwhelming a warrior. Because as you wrote them, the other classes were potentially more powerful than a warriors MDoA because a warrior has to hit AND roll higher than a number on their class die. Your non-warrior character just has it hit above a certain number. This idea becomes a very important as characters level up and your non-warrior acquires a magical weapon. They potentially have more reliable access to MDoA's than warriors.
Tortog wrote:
{paraphrasing one of my players at the last game...}
*NOTE: We are rolling dice to simulate a fantasy reality... adding a luck mechanic is superfluous.
As stated earlier, LUCK does not come into play very often for non-thief characters. So I think it has the proper flavor to allow someone to overcome one or two important dice rolls (i.e. saves). It accumulates so slow, that it is a character choice on if you want to burn it for something that is not 100% critical.
Tortog wrote:
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The problem with this is we have started to create a complex sub-system for something that (in a class based RPG) is the province of another class. Warriors do not cast spells... Wizards should not be doing MDoA type maneuvers.
While it is true that too many complex sub-systems can be a problem, it is also possible to oversimplify a system to the point of being ridiculous. I think DCCRPG is in danger of falling into the second category.
Some would say that is the beauty of DCC RPG. Simplicity. If you want a character that can do everything, then DCC RPG is not your game. Do we have a mechanic to give a warrior a chance to pick a lock? To cast a spell? No. It is not in the class sphere of influence.
Tortog wrote:
Wait a second! Your solution to a flaw in the DCC mechanic is to rip off something from another game rather than come up with DCC specific mechanic? I guess your desire for uniqueness doesn't extend to include the whole system being unique from others...
LOL. I never said DCC was 100% unique from another game. It is based on the d20 game system at it heart. I free free to beg/borrow/steal from other d20 OGL rules to get something that works. But see I am different than you, I do not consider this a flaw at all that a Wizard cannot accomplish a MDoA. They can do a combat maneuver (i.e. 3e basic combat type maneuvers) but they should not get access to the enhanced MDoA charts. It is that simple. Is it 100% realistic, no... but it keeps things simple and class based.
Tortog wrote:
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Reserve the cool/heroic combat moves to the Warriors and keep them exciting!
hack, slash... kill...loot...drink til your poor again... *yawn*

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Once again, YOUR opinion. I think you are missing out on the warrior/fighter classes.
