this post was submitted on 10 Dec 2023
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That sounds nice in theory, but actually charging stuff for several rounds while the encounter is already ongoing practically just means one player is doing nothing for most of the encounter. Not ideal.
I was thinking more along the lines of preparation before the actual encounter even starts, e.g. setting up an ambush or the magical equivalent of building a trebuchet during a siege.
That seems pretty easy to design around. You could have powers that ramp up over turns instead of being nothing for several turns and then the big effect.
So like a maelstrom spell. The second round reduces movement speed of enemies, the third round does small damage, the third round immobilizes, the fourth round does big damage.
You can tweak a lot of variables there to make it tactically interesting. How many rounds before the first effect. How good are the intermediate effects. Consequences of being interrupted. Choices to make mid-channel. It could be a very cool way of doing spellcasters and it doesn't need to be per-rest at all.
Spells that need a longer out of combat prep time would also be interesting, like your magical trebuchet.
Honestly if I was going to do a dnd-like game, sorcerers would be like my ramp up and wizards would be like your trebuchet. Wizards would be bad if they were surprised but they could build very specific spells ahead of time.
It sounds like the MCDM RPG will have abilities that charge up over the course of a battle, which kind of reminds me of your idea. It might be a good one, can't wait to see how the playtests go.
I don't think I'm familiar with this one. This one? https://www.backerkit.com/c/projects/mcdm-productions/mcdm-rpg
Yup! He had a video where he described some basic mechanics it will have, including one where classes will gain their resources over time as the battle continues - making players ramp up as the battle goes on. It seems to me like a clever way of letting them nova on big bosses and stuff, while theoretically the smaller encounters wouldn't go long enough to do so, saving the drama for more appropriate battles.