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Forked: "Math and Grind" or "Why Rechan is Right" (From: "4e One-trick ponies")
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<blockquote data-quote="Ratskinner" data-source="post: 6196286" data-attributes="member: 6688937"><p>Oh, I know. I balk at it in those games as well. Although I will say that I think the mechanical fiddliness of the individual effects is higher in the WotC editions than the others, magnifying the impact of the pure effect count. Additionally, almost any 4e character will approach that number of effects/moves, while 13th Age has a few classes who max out with less than a pageful of handwritten notes (at least the way I do them.)</p><p></p><p></p><p></p><p>I find it hard to compare, because DW does things so differently. It <em>seems</em> to be much less complicated, but I'm not sure if that's just because its mechanics resolve at such a verbal-narrative level rather than number-geometry level. The base DW game still relies on lists of spells for its casters (mostly as an homage to D&D, I believe) and gives them a "Cast a Spell" move. However, there's no real reason you couldn't have a magic-using class with moves like:</p><p></p><p><strong>Boom!</strong></p><p>When you weave a spell to unleash elemental fire, frost, wind, lightning, or thunder against a <em>close</em> or <em>near</em> enemy, Roll + INT. <strong>On any hit,</strong> d6 damage to your target. Additionally, <strong>On 10+,</strong> choose two; <strong>On a </strong><strong>7+, </strong>choose one:</p><ul> <li data-xf-list-type="ul">also deal the damage to anyone <em>near</em> the target </li> <li data-xf-list-type="ul">range is <em>far</em> </li> <li data-xf-list-type="ul">increase the damage to 2d8 </li> <li data-xf-list-type="ul">the spell creates an ongoing danger (a fire, ice <em>near</em> the target, etc.) or destroys a flimsy structure. </li> </ul><p><strong>On a miss</strong>, choose one:</p><ul> <li data-xf-list-type="ul"> you have burned out some of your magic, take -1 ongoing to INT until you have a chance to rest a bit.</li> <li data-xf-list-type="ul">your spell attracts unwanted attention</li> <li data-xf-list-type="ul">your spell puts an ally in danger</li> </ul><p></p><p>...and skip a spell list entirely.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6196286, member: 6688937"] Oh, I know. I balk at it in those games as well. Although I will say that I think the mechanical fiddliness of the individual effects is higher in the WotC editions than the others, magnifying the impact of the pure effect count. Additionally, almost any 4e character will approach that number of effects/moves, while 13th Age has a few classes who max out with less than a pageful of handwritten notes (at least the way I do them.) I find it hard to compare, because DW does things so differently. It [I]seems[/I] to be much less complicated, but I'm not sure if that's just because its mechanics resolve at such a verbal-narrative level rather than number-geometry level. The base DW game still relies on lists of spells for its casters (mostly as an homage to D&D, I believe) and gives them a "Cast a Spell" move. However, there's no real reason you couldn't have a magic-using class with moves like: [B]Boom![/B] When you weave a spell to unleash elemental fire, frost, wind, lightning, or thunder against a [I]close[/I] or [I]near[/I] enemy, Roll + INT. [B]On any hit,[/B] d6 damage to your target. Additionally, [B]On 10+,[/B] choose two; [B]On a [/B][B]7+, [/B]choose one: [LIST] [*]also deal the damage to anyone [I]near[/I] the target [*]range is [I]far[/I] [*]increase the damage to 2d8 [*]the spell creates an ongoing danger (a fire, ice [I]near[/I] the target, etc.) or destroys a flimsy structure. [/LIST] [B]On a miss[/B], choose one: [LIST] [*] you have burned out some of your magic, take -1 ongoing to INT until you have a chance to rest a bit. [*]your spell attracts unwanted attention [*]your spell puts an ally in danger [/LIST] ...and skip a spell list entirely. [/QUOTE]
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