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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! DCC Monsters
Pbp Secret of Bone Hill characters: Flavia, WAR, Beekeeper, L, Str 10, Agi 10, Stm 7, Per 10, Int 12, Lck 7, AC 10 hp 5, staff, jar of honey, 10-ft pole, 1 pc chalk, 50' rope, 2 torches (1 lit) Hector, DWARF Apothecarist, L, Str 5, Agi 11, Stm 12, Per 10, Int 6, Lck 10, AC 10, hp 11, sword, shield, cudgel, steel vial, chest, flint & steel, empty flask, lg sack Chendris, WIZ, Alchemist, N, Str 11, Agi 9, Stm 12, Per 15, Int 13, Lck 15, AC 10, hp 3, staff, empty flask, 50' rope, 2 candles, lg sack, oil (1 flsk), 1 torch, snakeskin tome; speaks gnoll Darrow, CLR, Hunter, N, Str 11, Agi 12, Stm 8, Per 16, Int 7, Lck 12, AC 10 hp 5, short bow, 6 arrow, 10-ft pole, deer pelt, torch (lit)
Last edited by GnomeBoy on Sat Jul 16, 2011 4:58 pm, edited 1 time in total.
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