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List of Potential New Martial Practices
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7199693" data-attributes="member: 82106"><p>Right, Speak With the Dead is simply an investigative tool, it can provide answers using whatever its key skill is (Religion maybe?) instead of Perception or Streetwise or whatever. Now, sometimes I could see a session of Speak With the Dead BEING an SC itself, but that's kind of a reasonable extrapolation, you got the chance to shape the plot in a way that let you take on that challenge instead of one you might be less equipped for. Its really just a bit more strategic version of the same thing (and maybe there are rituals/practices that ALWAYS have a strategic aspect, I'd have to think about that...).</p><p></p><p></p><p></p><p>Yeah, just like with powers, there's some overlap between practices (not so much rituals, but maybe there too) and simple skill use. This is one of my motivations for emphasizing the additional plot element aspect and the option to pay for success, which 'use a skill' just won't give you. I'd also say that, as a design goal, we'd always want a ritual/practice to provide a strong extra element. Thus Hunter's Empathy as a practice certainly would be strongest if it adds another dimension. Honestly I think this may be a case where a practice is a bit TOO open-ended. I favor more task-oriented practices, remembering that there's no real limitation on how many a character can acquire, so even if they're a bit niche it still adds some value for SOMEONE (and the GM really should be giving away ones that are really exceptionally useful in a given scenario, but maybe not so much otherwise). </p><p></p><p>This is definitely where my advice and guidance is leading in HoML. I even describe rituals as a sort of 'power' that are not regulated, but operate as basically non-combat power-like mechanics, where they interact with challenges much like combat powers do with fights. This also opens up the question of why not have powers in general use the 'pay to succeed' model? You could almost do away with the a/e/d distinction (given that I already just made e and d to be costlier powers, one could simply make them costlier 'auto success' riders on at-wills).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7199693, member: 82106"] Right, Speak With the Dead is simply an investigative tool, it can provide answers using whatever its key skill is (Religion maybe?) instead of Perception or Streetwise or whatever. Now, sometimes I could see a session of Speak With the Dead BEING an SC itself, but that's kind of a reasonable extrapolation, you got the chance to shape the plot in a way that let you take on that challenge instead of one you might be less equipped for. Its really just a bit more strategic version of the same thing (and maybe there are rituals/practices that ALWAYS have a strategic aspect, I'd have to think about that...). Yeah, just like with powers, there's some overlap between practices (not so much rituals, but maybe there too) and simple skill use. This is one of my motivations for emphasizing the additional plot element aspect and the option to pay for success, which 'use a skill' just won't give you. I'd also say that, as a design goal, we'd always want a ritual/practice to provide a strong extra element. Thus Hunter's Empathy as a practice certainly would be strongest if it adds another dimension. Honestly I think this may be a case where a practice is a bit TOO open-ended. I favor more task-oriented practices, remembering that there's no real limitation on how many a character can acquire, so even if they're a bit niche it still adds some value for SOMEONE (and the GM really should be giving away ones that are really exceptionally useful in a given scenario, but maybe not so much otherwise). This is definitely where my advice and guidance is leading in HoML. I even describe rituals as a sort of 'power' that are not regulated, but operate as basically non-combat power-like mechanics, where they interact with challenges much like combat powers do with fights. This also opens up the question of why not have powers in general use the 'pay to succeed' model? You could almost do away with the a/e/d distinction (given that I already just made e and d to be costlier powers, one could simply make them costlier 'auto success' riders on at-wills). [/QUOTE]
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