Playtest results:
http://www.wizards.com/dnd/Article.aspx ... l/20120625
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In addition, we have a narrative combat module and a tactical combat module in the works.
The tactical module takes many traditional elements of miniatures gaming and introduces them to D&D. Facing, terrain, knockback, and so on all get a full treatment here, along with rules for morale and generic maneuvers such as grappling, trip, disarm, and so on. You can think of this as a fusion of the 3E combat rules written with 4E's approach to streamlining things.
The narrative rules module allows a player to pick a few effects that he or she would like to incorporate into an attack and translate that into a modifier to a character's basic attack. For example, you might accept an attack penalty in order to knock someone prone as part of your attack. These rules are still in their earliest phases, but the idea is to create a more player-driven system of stunts.
jenskot wrote:Playtest results:
http://www.wizards.com/dnd/Article.aspx ... l/20120625
Article wrote:We'd like to do an optional rule that adds a critical hit table to the game, along with a critical fumble table.
Questionor wrote:In addition, we have a narrative combat module and a tactical combat module in the works.
The tactical module takes many traditional elements of miniatures gaming and introduces them to D&D. Facing, terrain, knockback, and so on all get a full treatment here, along with rules for morale and generic maneuvers such as grappling, trip, disarm, and so on. You can think of this as a fusion of the 3E combat rules written with 4E's approach to streamlining things.
The narrative rules module allows a player to pick a few effects that he or she would like to incorporate into an attack and translate that into a modifier to a character's basic attack. For example, you might accept an attack penalty in order to knock someone prone as part of your attack. These rules are still in their earliest phases, but the idea is to create a more player-driven system of stunts.
Ok I don't know what that's going to become but it sounds cool!
Deliverator wrote: as long as play culture is such that games always advertise which modules they are or are not using (and as long as the combinatoric number of different module combos possible is small—say 1 of 3 combat modules, 1 of 2 social/interaction modules, 1 of 2 exploration modules for a total of 12), I think it'll be fine.

Tekatana wrote:D&D 3.5 reprints!

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