GGambrel
2019-10-20, 09:05 PM
Today I watched a video by Matt Colville entitled "Action Oriented Monsters" (https://www.youtube.com/watch?v=y_zl8WWaSyI) in which he elaborates his approach to custom monster design. He describes giving monsters thematic bonus actions, reactions, and [pseudo-]legendary actions to keep the players on their toes. Of particular note is that the pseudo-legendary actions change from round to round in an attempt to make the combat have sort of a narrative structure with exposition, rising action, and climax (which was likened to an 'ultimate' from League of Legends). I encourage any interested to watch the video.
It isn't uncommon for abilities in games to be limited by resources (actions/action points, spell slots, mana, stamina, ticks, etc.) or to have cool-downs after their use. I think it might be interesting if some abilities couldn't be used to full effect until 'warmed up'.
Examples (basically off the top of my head):
Fighter
moves to melee range
creates an opening in enemy's defenses
runs enemy through with weapon
Wizard(Evoker)
gathers fire energy and casts fire bolt (cantrip)
casts burning hands (1st level)
casts scorching ray (2nd level)
at combat's end, maybe only lose the highest spell slot in each 'chain'?
maybe can skip some levels
I think something like this might make combat more dramatic/cinematic by giving it a pace/cadence. It might also prevent characters from 'wasting' their best abilities on push-overs.
What are your thoughts? Have you ever played a system that did something like this? If so, how'd you like it?
It isn't uncommon for abilities in games to be limited by resources (actions/action points, spell slots, mana, stamina, ticks, etc.) or to have cool-downs after their use. I think it might be interesting if some abilities couldn't be used to full effect until 'warmed up'.
Examples (basically off the top of my head):
Fighter
moves to melee range
creates an opening in enemy's defenses
runs enemy through with weapon
Wizard(Evoker)
gathers fire energy and casts fire bolt (cantrip)
casts burning hands (1st level)
casts scorching ray (2nd level)
at combat's end, maybe only lose the highest spell slot in each 'chain'?
maybe can skip some levels
I think something like this might make combat more dramatic/cinematic by giving it a pace/cadence. It might also prevent characters from 'wasting' their best abilities on push-overs.
What are your thoughts? Have you ever played a system that did something like this? If so, how'd you like it?