Wow, so many places to disagree... where do I start?
Hamakto wrote:
I would suggest not using the difference between AC and the roll as the determining factor to see how effective the MDoA is like. That will greatly empower thieves with their abilities to boost their d20 roll.
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."}
I know people think it is silly that DCC does not do this or that for other classes, but there are some reasons for it. 1) keeps warriors unique 2) game balance (yes it is not 100% balanced, but there are strong attempt made where possible).
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.
But if you feel you need to do this mechanic for other classes, then I would suggest the following adjustments to your sample rules:
1. Maximum MDoA result = your character level. Yes... you will not be able to do a MDoA until 3rd level.
This could work... some hope for your character is better than none.
2. MDoA attempts do not do damage - You either get to do the MDoA or swing for damage. Warriors get both.
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.
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.
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.
*NOTE: Luck cannot be used to modify the d20 roll. Would grant too much power to thieves*
{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.
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.
My real suggestion is to take some of the other ideas for Combat Maneuvers (earlier in the thread) and do something like this:
You can trip, disarm, bull rush, etc... look at the basic combat maneuvers in the 3e PHB. You treat it as an attack roll with a -X modifier (where X = target HD or level of the character). Modify for size, etc on the fly and roll with the basic results.
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...
Reserve the cool/heroic combat moves to the Warriors and keep them exciting!
hack, slash... kill...loot...drink til your poor again... *yawn*
