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- In the game, each weapon has 3 move sets, depending on which stance you are currently using:
- - Low stance: DMG nerf, AS buff, AC buff
- - Med stance: business as usual
- - High stance: DMG buff, AS nerf, AC nerf
- In the game, you can switch stances at will:
- - If you switch stances at the right moment at the end of your combo, it refreshes a portion of your stamina and lets you continue your combo
- - Done properly, this results in a never-ending combo (but your attacks probably won't stagger enemies, so you leave yourself vulnerable).
- What about DND?
- - A "combo" would correspond to a Fighter's Multiattack
- - Attempt a stance switch: maybe as a Bonus Action or a STR/DEX check?
- - If successful, give some kind of benefit: refresh the Fighter's Multiattack option.
- - This sounds OP, but might be balanced if the tradeoff is major AC reduction or buffed enemy damage.
- - Successive stance switches should have a much higher DC and more severe drawbacks.
- - Maybe give the enemy a chance to break your stance, which should fuck you up (force you into recovery mode) if they succeed.
- - This could go both ways - players could try to break enemy stances?
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