Mighty deeds silly question
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Mighty deeds silly question
Why wouldn't a fighter attempt a mighty deed every attack? You get the die whatever added to your attack roll whether it fails or succeeds. I haven't played the game yet just reading up on the rules and trying to get a good grasp on it.
- Raven_Crowking
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Re: Mighty deeds silly question
They should.Ozerulz wrote:Why wouldn't a fighter attempt a mighty deed every attack? You get the die whatever added to your attack roll whether it fails or succeeds. I haven't played the game yet just reading up on the rules and trying to get a good grasp on it.
The only reason why they don't is that they forget to.
They should not, IMHO, spam the same deed though. I give penalties to the Deed result for that.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Re: Mighty deeds silly question
So essentially the deed die is a bonus "to hit" quality for fighters?
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Re: Mighty deeds silly question
To hit, to damage, and possibly a special effect on top of it.Ozerulz wrote:So essentially the deed die is a bonus "to hit" quality for fighters?
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
- Ravenheart87
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Re: Mighty deeds silly question
It's what makes warriors awesome, and not just meatbags destined to be overshadowed by wizards.
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- Raven_Crowking
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Re: Mighty deeds silly question
That and adding their level to Init, and their sweet, sweet crits. Especially at higher levels, the warrior might well plow through your foes before the wizard gets his first spell off!Ravenheart87 wrote:It's what makes warriors awesome, and not just meatbags destined to be overshadowed by wizards.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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Re: Mighty deeds silly question
Ravenheart87 wrote:It's what makes warriors awesome, and not just meatbags destined to be overshadowed by wizards.
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Re: Mighty deeds silly question
If you're just reading up on the rules, I will point out that (IMO) Deeds are best when they feed off of the circumstances of the situation. Ignore the sample Deeds in the book, except as a way to come to understand Deeds better.
There is no pre-designed Deed chart for jumping off the giant toad's back so you can reach the flying horrors with your sword and strike one or two of them down. Allow players to invent maneuvers. Get creative. Use the environment. Try something crazy -- because it just might work!
There is no pre-designed Deed chart for jumping off the giant toad's back so you can reach the flying horrors with your sword and strike one or two of them down. Allow players to invent maneuvers. Get creative. Use the environment. Try something crazy -- because it just might work!
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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
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Re: Mighty deeds silly question
I understand the point you're making but where's the line between allowing players to decide whatever they want and the Judges role as Judge? I get it, not to read the Crit's verbatim, but simply allowing players to make up whatever they want negates the need to even bother playing the game.
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Re: Mighty deeds silly question
The player is free to try something awesome with the character's attack. The judge is free to allow the awesome thing or not, depending on the style of play or the campaign setting. Or common sense and the laws of physics, for that matter.Ozerulz wrote:I understand the point you're making but where's the line between allowing players to decide whatever they want and the Judges role as Judge? I get it, not to read the Crit's verbatim, but simply allowing players to make up whatever they want negates the need to even bother playing the game.
Then it's up to the judge to interpret the die result as to how awesome. In my experience, deeds run quite smoothly in the flow of combat.
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Re: Mighty deeds silly question
Just to be clear Crits and Deeds are completely different things. I'm not sure if you using the term "crits" there is a typo, or if there's some confusion on just what a Deed is...Ozerulz wrote:...I get it, not to read the Crit's verbatim....
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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
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Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
Link: Here Be 100+ DCC Monsters
bygrinstow.com - The Home of Inner Ham