Deremir
2014-11-28, 02:42 PM
Ok, so i was playing a video game (which is probably where alot of the problems in this idea come from) when i had an idea, what if their were little miniature feats you could take, oh, every other level? these mini feats (which i will hensforth call "Tactics") could be anything the players want so long as it is something that their character A: would have already had the opportunity to learn (you cant learn to take advantage of hilly terrain with a bow if your always in the plains) and B: would have to be something that does not need practice (beyond a couple of attempts that the character could have made mid adventure).
So one example of a possible "tactic" that a player could take is, say the recent adventure whas in the hills, the archer of the group could take a tactic that provides him with a bonus to damage (or something similar) if he is X number of feet above his target. for another example, my players have recently used this combination attack where the sorcerer will cast grease, the archer will light the grease with a flaming arrow, and the cleric would cast create water on the flaming grease, since grease fires don't act like normal fires this creates a small steam explosion. one tactic that the cleric could take might allow him to create the water in such a way as to target specific areas of effects (like instead of one big explosion have three smaller explosions centered on a monster each).
The problem, as my family pointed out, is that this adds another, possibly unnecessary layer of complication to the game. Suddenly i have to always describe the elevation of the various parts of whatever environment their in, and theirs also a level of "why couldn't my character do those things before then?" particularly in the create water example.
but I don't want to abandon this idea entirely, so playground, any suggestions? also as a test those of you who post, could you please include what "tactic" you would want to take in consideration of one of your past characters? i feel this might shed some new light on how this system could work. thank you.
So one example of a possible "tactic" that a player could take is, say the recent adventure whas in the hills, the archer of the group could take a tactic that provides him with a bonus to damage (or something similar) if he is X number of feet above his target. for another example, my players have recently used this combination attack where the sorcerer will cast grease, the archer will light the grease with a flaming arrow, and the cleric would cast create water on the flaming grease, since grease fires don't act like normal fires this creates a small steam explosion. one tactic that the cleric could take might allow him to create the water in such a way as to target specific areas of effects (like instead of one big explosion have three smaller explosions centered on a monster each).
The problem, as my family pointed out, is that this adds another, possibly unnecessary layer of complication to the game. Suddenly i have to always describe the elevation of the various parts of whatever environment their in, and theirs also a level of "why couldn't my character do those things before then?" particularly in the create water example.
but I don't want to abandon this idea entirely, so playground, any suggestions? also as a test those of you who post, could you please include what "tactic" you would want to take in consideration of one of your past characters? i feel this might shed some new light on how this system could work. thank you.