tag:blogger.com,1999:blog-1790030420507335953.post1025799723620574396..comments2024-03-12T10:51:32.331-07:00Comments on Points of Light: D&D Next Blog: Modularity and Combat SubsystemsDavid Guyllhttp://www.blogger.com/profile/16299128722345607123noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-1790030420507335953.post-79194361431955750692012-06-29T10:45:52.647-07:002012-06-29T10:45:52.647-07:00I read an interesting idea in a comment of one of ...I read an interesting idea in a comment of one of the WotC blogs where fighters could spend excess hit values on extra effects. For example, if you needed a 13 to hit something, and you rolled a 17, you could add a 4 point "special effect" or maneuver on top. It doesn't really solve the problem of wanting every class to be able to attempt something, but it still sounds like fun, and would coexist well with bounded accuracy.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-64657971596124159812012-06-29T10:19:38.914-07:002012-06-29T10:19:38.914-07:00I like the way Pathfinder created CMB and CMD. It...I like the way Pathfinder created CMB and CMD. It makes it really easy to judge anything that's not a normal attack. Things like pulling a Zorro to mark your opponent or doing a Bugs Bunny and kissing your opponent. <br /><br />These effect should be a little harder than a normal attack, but still doable. This gives room for somebody to train in them as a specialty. It alos prevent s spamming them. However I won't like it if fighters will be the only people able to specialize.Philo Pharynxhttps://www.blogger.com/profile/14785954267292226321noreply@blogger.com