One issue I always had with D&D is that some players would tune-out during combat and distract themselves with other things when it is not their turn. This can lead to frustration for the other players if they are not consciously aware of what is happening to the group.
I hope to address this issue with my system. Below are the basic principles I wish to incorporate into Eirda's mechanics.
- Multi-Action System
Attacking is usually a standard action; and making multiple attacks usually takes up your entire turn, that's called taking a "Full Action". So you are often restricted to either doing ALL of your attacks, or just one attack if you are planning to do other actions, like moving. Doing multiple attacks is based on how high the character's Base Attack Bonus is, and that is dependent on the character's class and level. Usually the stronger character's have a higher BAB; which means Strength based characters get to hit harder AND more often than the weaker characters. I didn't think this was fair.
In Eirda, instead of given players fixed actions, I want to give players "Action Points" depending on how fast the are. There will be a number determined by the stats on the character's speed/agility. The higher this number gets the more Action Points they get per turn. And those Action Points can be used for any type of action they wish to take; Attacks, movement, magic, blocking, dodging, etc.
This would help Agility based characters feel more useful in the battlefield. Strength based characters won't be able to completely over-shadow weaker characters on the battlefield.
In Summary:
Instead of Standard, Move, and Minor Actions; characters get Action Points based on relevant ability scores. This will determine how many actions they get on their turn. While stronger characters do damage; faster characters have more actions on their turn.
- Active Defense
In an earlier post I revealed my Percentile Die system. How I want it to be easier to hit targets. Well, that bar represents a character who is not "actively dodging". Those numbers are for a player who is standing in the same spot while only trying to evade an attack with light footwork. it is akin to simply bobbing and weaving while staying within the same 5-foot square. Imagine standing a few feet away from a guy swinging a sword at you; it is hard to miss a big target from that close. Doesn't mean that it shouldn't be impossible to evade the hit.
But if you want to make sure you do not get hit by that sword, you can opt to use on of your Action Points to make a "dodge" or "block" with a shield. This would then subtract an Action Point from your next turn. This would add more to your evasion and further improve your chances of not getting hit.
I'm hoping this would keep players from just zoning out when it is not their turn. You can't dodge if you are not paying attention to combat.
Dodging would also double as a emergency movement. So it would increase the chances of evasions and move you 5 feet. Therefore, in order for a character to dodge there would have to be at least one empty 5-foot square next to the character in order to dodge. No empty squares mean no dodge option.
Blocking means you try to defend yourself from incoming damage. Instead of trying to dodge you are taking the damage head on and hoping your shield will absorb all of the damage. You can attempt to block while unarmed but that will only effectively block other unarmed attacks.
There would probably also be some magical defense actions. But that is still a work in progress and will have more info on that in the future.
In Summary:
To keep players on their toes; I am adding an "Active Defense" system. Players need to actively use defensive abilities to reduce the chances of taking damage. It's the player's job to pay attention and choose when they want to defend against incoming attacks from enemies; rather than spacing out until it's their turn to act.
- Class-Less Progression
The Serenity and Eclipse games do not have classes. Instead when you level up you get various points that you can invest into whatever abilities you want. I really liked that. It allows the player to build and play however they want.
Instead of the player trying to find a class type that they might enjoy; they can just play how they like and invest in whatever skills and abilities they want.
Want to make a Mage Tank? Go ahead! Want to make a stealth master who is also secretly a pyromancer who burns down houses after he robs them? Do it! Do you want to play a character that is extremely strong yet extremely accurate with a bow? You got it! Or maybe you want a well rounded character that can do a little bit of everything. Go for it!
Rather than just pigeon-holing characters into specific builds, I want to make a system that promotes freedom and creative characters. I want to break down classes and instead have you develop your "class" by increasing your skills. Having so many points in certain skills as you level up will then allow you to learn new abilities related to those skills. This opens up the player to level-up and learn abilities that sound fun to them so long as they meet the requirements; rather than being limited in choices by your class and build.
Also, this also provides the rare opportunity for players to make "pure role-playing characters". All those skills and ability points the characters get don't have to go into making your fighting abilities better. You can invest these points in making your character universally loved, or very talented at making art, or music, or cakes. Maybe you want to put points into making your character and insanely smart scientist or a horse-trainer. Those options will be there too.
In Summary:
There are no Character Classes! Build your character however you want! Break the mold and level up however you see fit! Ninja Mage-Tanks for everyone!
- Versatile Magic
I want magic to be very common place and versatile. Mages can specialize in it to control the elements with great mastery; a sword fighter can use magic to make his swordplay much deadlier with a fiery sword; or a rogue can use magic to summon fog or darkness to hide his whereabouts and sneak by. Or maybe an archer wants to shoot water arrows for some reason.
In D&D, most melee classes had little versatility. In order to be effective at something you really had to devote a lot of the characters feats to doing one thing really well. This usually reduces a character's role in combat. They may have other options, but those other options won't be as effective as their main specialty; and the player usually feels useless if they cannot use their main ability.
Like cleave, for instance. If the player specializes in cleave, but doesn't have a lot of small enemies to cleave through, then they are not going to have much fun if they are fighting tougher enemies with more health. They can't easily slay them and then zip around, killing enemy after enemy.
Well, I want to broaden what players can do in combat. So, making magic more easily accessible allows players to have a wider array of choices in combat. And they don't necessarily have to be a master at magic to cast spells and effect combat. A warrior can use simpler magics to set his sword on fire, use wind to knock his foe down, use water to wet enemies and shock them, make a rock wall and block incoming arrows, and so on. Simple spells like those can still be effective without having to dump a lot of points that could go into making him a better swordsman instead.
In Summary:
Magic is fairly common. Almost anyone can learn it and use it to augment their abilities. Mages can't hog all the fun abilities here! Melee characters can also learn magic to help them fight if they choose to.
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