![]() With Assault on Dragon Keep doing so many things right, simply making a longer version with some new mechanics would result in a strong successor. With references to other Fantasy games like Dark Souls and World of Warcraft appearing as well, a similar lighthearted tone would be preferable. Finally, including a ton of fantasy-focused easter eggs should be a no-brainer, as the Lord of the Rings and Game of Thrones nods were some of the funniest in the DLC. Including several of these fights would be a great way to keep players engaged, while an expanded version of the tower defense side quest would be exciting as well. With the Ancient Dragons of Destruction being an excellent raid boss, Gearbox should use them as a blueprint for the game’s endgame content. Lastly, with Butt Stallion confirmed to return, Gearbox should bring back the option to feed her some Eridium chunks in exchange for loot. Likewise, the Eridium alters and Pixie boosts should be brought back, as having the option to temporarily boost a character’s abilities was a lot of fun. The dice chest should also come back, as players being able to roll for better (or worse) loot fit very well with the fantasy theme. The game is available today for 9.99 on PlayStation 4. While themed music and redesigned weapon machines are obvious examples, things like alternate costumes for returning characters should be remembers. Tiny Tinas Assault on Dragon Keep, one of Borderlands 2s best expansions, is getting a surprise standalone release on modern consoles. There might even be ways to improve the Fighting Style feature to allow characters more options for a fighting style of their choosing if the DM was so inclined.All the little touches from Tiny Tina’s Assault on Dragon Keep will be important to keep in mind as well. While it would require some reconstruction of the Battle Master subclass to retain its uniqueness, finding ways to either simplify whatever Maneuvers were made into standard Actions or improve those same Maneuvers for the Battle Master would be a relatively simple task for a DM or game designer interested in showing a bit more love to the non-magical classes in D&D. If options like Disarming, Tripping, Grappling Strike, and a few others were open to all martial classes, it would vastly increase the excitement of players who choose to rely on martial prowess over magical might. If One D&D was looking to offer martial classes more options, it would seem reasonable to take a number of the maneuvers Battle Masters have access to and make them Action options available to any character in combat. ![]() They do naturally lead to a better option, however: looking to the Maneuvers available to the Battle Master subclass for Fighters. ![]() The Dungeon Master's Guide offers some variant rules that provide alternative actions players might choose during combat, but these options are fairly limited in scope and not particularly exciting. While giving martial classes more weapon choices helps expand their gameplay options, it doesn't yet solve the problem of monotonous turns spent simply striking an opponent over and over with no variation or thought. While there are some important outlier cases any DM ought to consider when balancing these changes - such as a Paladin using their Divine Smite ability with an expanded critical hit window of 19-20 or wielding a weapon with a x3 multiplier - finding a way to incorporate an expanded list of Properties into a campaign will surely brighten the day of any player using a martial character. Weapons like halberds and scythes actually allowed a player to choose between slashing or bludgeoning damage, and morningstars dealt both piercing and bludgeoning damage upon a successful hit.ĭMs who might be interested in reintroducing more varied weapon choices need only create a few new Properties (official D&D examples include Light, Finesse, Two-Handed, etc.) which confer some of these traits to either pre-existing or homebrewed weapons. Axes and hammers, meanwhile, still only scored a critical hit on a natural 20, but the multiplier was x3 rather than x2. Swords typically had a critical hit range of 19-20, rather than the standard 20 of 5e, which prompted a x2 multiplier.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |