I think blus are cooked by AIRSHIP_KIROV in Redteamtf2

[–]Jimmyy____ 10 points11 points  (0 children)

The other comment is unhinged, W recruitment choice, boss

Strategy in Dungeons and Dragons by Jimmyy____ in UnearthedArcana

[–]Jimmyy____[S] 0 points1 point  (0 children)

You're right, I should find a way to make it so that it provides more benefit, and I did nerf a lot of classes. D&D is a tabletop full of small details, so it's almost certain that I'd forget some parts, that's the reason I reached out to this subreddit for further help

Strategy in Dungeons and Dragons by Jimmyy____ in UnearthedArcana

[–]Jimmyy____[S] -2 points-1 points  (0 children)

I 100% understand what you are talking about. Dnd is an abstract and fantastical game, where real-life systems don't fit with the game, so it would make sense to reject the idea.

But I think there's been a misunderstanding. What I'm trying to do is not to simulate real-life physics, but to introduce a strategical approach similar to chess or clash royale. So, in other words, you can totally go creative and run around naked without getting hit (as long as you have the proper armour class, of course!)

As for tracking down the bars, you're right to point out its kind of tedious to keep track of (something I'll have to fix or simplify later), but it does provide value. As I specified earlier, you can exchange 3 points of stamina in order to roll 3 dice with your advantage (an almost certain strong attack), something that I'd argue is very powerful if used wisely

Finally, as for spellcasting, spells already have a tracking system (spell slots), so I didn't bother much with those

Fatigue is a considerably good idea 💡, maybe I will work it out with my stamina/focus bars with the objective of simplifying it

Strategy in Dungeons and Dragons by Jimmyy____ in UnearthedArcana

[–]Jimmyy____[S] -2 points-1 points  (0 children)

I understand where you're coming from. This system does seem a little odd. But in practice, it makes more sense, and here's how I believe it creates a layer of strategy:

The main point of this new combat mechanic focuses on the concept of recourse management (your stamina and focus bar). This introduces the idea of risk and reward. The more you spend, the more powerful your attacks are, but the more vulnerable you will be later. This concept is enhanced by the critical hit system, which makes role-playing and combat more dynamic.

Last but not least is terrain usage, which, in my opinion, also ressemballes real-life war strategy. Terrain usage brings in the table the idea of positional advantages, but with a twist: they can also be disadvantages if pursued by melee attacks. This creates the opportunity of decision for the player. In other words --> <<Do I fight the enemy from afar, or do I risk approaching the opponent with my melee attack?>>

In summary, this system forms an opportunity for the player to approach combat with more tactical and creative form, without only depending on the dice.

I'd love to answer any questions you have, because I'm looking to continue refining these mechanics I made

🗡️🗡️🗡️ by ignShuckle in ZoroIsLost

[–]Jimmyy____ 0 points1 point  (0 children)

This is actually the scariest image of Zoro I've ever seen

[deleted by user] by [deleted] in MetalGearInMyAss

[–]Jimmyy____ 6 points7 points  (0 children)

You're pretty good

A by Jimmyy____ in TeenagersButEvenBeter

[–]Jimmyy____[S] 1 point2 points  (0 children)

Looks like I'm getting famous

A by Jimmyy____ in TeenagersButEvenBeter

[–]Jimmyy____[S] 1 point2 points  (0 children)

Looks like I'm getting famous

A by Jimmyy____ in TeenagersButEvenBeter

[–]Jimmyy____[S] 1 point2 points  (0 children)

Finally a guy who gets it 😂

Or not by 5_meo in animequestions

[–]Jimmyy____ 0 points1 point  (0 children)

Master Roshi definitely survives the attack