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Originally Posted by RangerWickett Sure, hypothetically, we could do this.
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My recommendation? Label powers as basic, advanced, and heroic.
You can use basic powers as a standard action.
You can only use one advanced power per encounter.
You can only use one heroic power per day.
As you gain levels, you learn more powers of the different types, and you gain the ability to use more advanced powers per encounter and more heroic powers per day. Unlike 4e, I wouldn't limit a high-level character to only using each daily power once per day; rather, give a limit to how many such powers you can use each day, but let the person use the same power multiple times if he wants.
That is eminently derivable from wizard spellcasting.
Finally, I'd add some mechanic that lets you recharge your advanced and heroic slots. Make it work sort of like 'super move' meters in fighting games, or limit breaks. If you reach a certain threshold in the course of a single encounter, you get caught up in the action and are able to pull off more acts of derring-do. |
Mechanics like this exist in dozens of computer games. Lets couch it in Warcraft and Diablo terms: each class has a skill tree. Powers have a "mana" cost and a cooldown period.
It's all doable in UA Terms: combine spell points and recharge magic and generalize for all classes. Spell points become maneuver points, although "Maneuver points" are very hard to justify in In-game terms, any kind of verisimilitude is going to suffer.
Recharge magic can have a consitent metaphysics, mana points only to a lesser extend.
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If you stay with save bonuses, even with "players amke all the rolls", you can have a more consistent saves mechanics than "lucky roll ends effect".