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Layering Abilities in TTRPG Design

🕑 Added 2024-11-12 15:08:10 +0000 UTC

Comments

Mike Mearls

Yeah, the can't have disadvantage thing is pretty fiddly. The effects are also all over the map. I can either push someone, or make them vulnerable to an encounter ending spell. It's all over the map, and without a costing mechanism the design is forced into an awkward place.

Swiss Calavera

It's seems weird to tie it to Reckless Attack, because they actually use the exact formula you describe after for Brutal Strike by adding "Improved Brutal Strike" at 13 and 17. I am guessing it is because they need/want attacks vs the player to have advantage. I think the reason it's a different ability entirely is because it also is necessary to not have disadvantage on the attack very specifically so you couldn't use Brutal Strike as a way to easily escape restrained or prone. I think you still base it into Reckless Attacks as a list, but you would need to add a "can't have disadvantage" clause to some/all of them. It is still confusingly written even at that though because you have to really read it and parse the syntax to understand that that the attack can't have disadvantage to start with, since on first read I think a lot of people are going to think that is redundant since you would be eliminating disadvantage with reckless attack. I do think your list idea is a step up cause the naming is as you said not tied together, but I think it would need a subset list within it for, "If your strike has no sources of disadvantage applied, you can do these options:" I'm also in favor of that, because I like weird little power delineations, but that is also more crunch.

Lojaan

Well put


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