I guess I read it as the damage should always be there. I think that was how we did it at the playtest I was at in February, but it's been long enough that I may not remember that 100%. Except when I read the example in the beta, I instantly thought "oh, they forgot to put in the +3 damage," and when someone said on the forum that the damage is supposed to be dropped, I thought, "it is?!", all of which I think was coming from (fresher) memories of the playtest.
I'd rather 'nerf' the repetitious use of the same MDoA. If you're trying to trip someone every time, they might catch on... I'd raise the number needed for each consecutive repetition, until it became essentially impossible to trip the foe. No bonuses for un-imaginative thinking.
Of course, on the GMs part, the combats should be as dynamic as possible, anyway. Meaning there should be opportunities to create inventive MDoAs.
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!
Here Be DCC Monsters...
General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork
Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)
Last edited by GnomeBoy on Sat Jul 16, 2011 4:58 pm, edited 1 time in total.