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<blockquote data-quote="AbdulAlhazred" data-source="post: 7302615" data-attributes="member: 82106"><p>Your approach is probably more practical than mine. I have to do a lot of work getting material into my system if I don't want to generate it myself. Although its ALMOST as easy to import a 4e monster as it is to just customize one in 4e itself (IE you are just tweaking around with some numbers and the flavor/description mostly). </p><p></p><p></p><p></p><p>Yeah, and I'm still thinking about consumables. If they're essentially 'stored rituals', and in my system a stored ritual (a preparation) could be basically like a cantrip, it could also be like a potion, so it all seems to work. That does take potions and such from being basically 4e style 'stored powers' to being something that has a narrative description (and ties to some skill most likely) which provides the character with the ability to make a check with said skill when it makes sense (IE I drink the Dragon Control potion and exclaim "Axathrax, surrender your greatest treasure!" and behold I get to make a check to see if I get a success). </p><p></p><p>Actually that example brings up a number of design decision points that would have to be examined. It seems like using up a perishable resource should give an auto-success, right? Does it cost a vitality point somewhere along the way? Maybe preparations simply have a cost in coin instead? They could obviously require specific circumstances to make and thus be a limited resource. There are clear use cases though, giving the whole party access to a way to do something that only one guy is normally good at (or even none of them are) by turning it into something else they can do (but its unlikely with this mechanic that it would work well for all PCs, being able to sub Acrobatics for Dungeoneering might work well for the rogue, but maybe not so well for the cleric).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7302615, member: 82106"] Your approach is probably more practical than mine. I have to do a lot of work getting material into my system if I don't want to generate it myself. Although its ALMOST as easy to import a 4e monster as it is to just customize one in 4e itself (IE you are just tweaking around with some numbers and the flavor/description mostly). Yeah, and I'm still thinking about consumables. If they're essentially 'stored rituals', and in my system a stored ritual (a preparation) could be basically like a cantrip, it could also be like a potion, so it all seems to work. That does take potions and such from being basically 4e style 'stored powers' to being something that has a narrative description (and ties to some skill most likely) which provides the character with the ability to make a check with said skill when it makes sense (IE I drink the Dragon Control potion and exclaim "Axathrax, surrender your greatest treasure!" and behold I get to make a check to see if I get a success). Actually that example brings up a number of design decision points that would have to be examined. It seems like using up a perishable resource should give an auto-success, right? Does it cost a vitality point somewhere along the way? Maybe preparations simply have a cost in coin instead? They could obviously require specific circumstances to make and thus be a limited resource. There are clear use cases though, giving the whole party access to a way to do something that only one guy is normally good at (or even none of them are) by turning it into something else they can do (but its unlikely with this mechanic that it would work well for all PCs, being able to sub Acrobatics for Dungeoneering might work well for the rogue, but maybe not so well for the cleric). [/QUOTE]
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