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<blockquote data-quote="AbdulAlhazred" data-source="post: 7315258" data-attributes="member: 82106"><p>Honestly, one of the problems I'm having with the HoML design of techniques is just how many different ways there are to recast something. Mimicking animal calls could USE Nature to sub for other skills, such as Intimidate. It could also simply be used for the ability to spend a Vitality Point (HS) when you have an applicable technique to auto-succeed (Say on a hunting task where you need food). Maybe hunting is a Nature check (I think its called 'foraging' in 4e) and so is Mimicry, but if you don't have some more specific hunting technique, then you'd employ Mimicry to entitle you to auto-success. Point is, you could also consider Mimicry as a way to employ Bluff instead of various other skills. This is of course a pitfall of ALL skill systems, it is never 100% clear, even given a specific narrative, which skill should apply. Honestly, it might even be better if I were to abolish the 4e-style skill system entirely in my game and just go with 'substitute one attribute bonus with a different one' as the mechanical effect. Then if you want to be a bad-assed tracker/hunter guy you'd pick up the corresponding techniques and move the narrative in the direction of tracking and hunting, put it all on your high WIS score, and be bad-assed! A 'huntsman' boon could package up the relevant techniques, along with some sort of relevant utility power, into a nice bundle. You could still buy the relevant techniques on their own if you wished.</p><p></p><p></p><p>Well, there's an option is to make all the 'instant' ones only available as boons, whereas things that you can't generally rinse and repeat in combat would be available for purchase, ala rituals/practices. They could all be 'techniques', but some you can't just go out and buy. GMT in 4e is pretty much exactly 'Major Boon' in HoML, so that works fine. A super snazzy 'Distraction' technique that you can pull in combat as a standard strategy would thus be part of say a 'Trickster' boon, which would raise you a level when you get it and can't be bought (except maybe when its appropriate to the narrative, in which case the cost is, in HoML terms, just flavor). </p><p></p><p></p><p></p><p>Yeah, its workable. It wouldn't be TOO hard to make some fairly broken ones, but that's no different than with powers in 4e where 'Twin Strike' and similar stuff basically follows the architecture of the game, but is still a little 'broken'.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7315258, member: 82106"] Honestly, one of the problems I'm having with the HoML design of techniques is just how many different ways there are to recast something. Mimicking animal calls could USE Nature to sub for other skills, such as Intimidate. It could also simply be used for the ability to spend a Vitality Point (HS) when you have an applicable technique to auto-succeed (Say on a hunting task where you need food). Maybe hunting is a Nature check (I think its called 'foraging' in 4e) and so is Mimicry, but if you don't have some more specific hunting technique, then you'd employ Mimicry to entitle you to auto-success. Point is, you could also consider Mimicry as a way to employ Bluff instead of various other skills. This is of course a pitfall of ALL skill systems, it is never 100% clear, even given a specific narrative, which skill should apply. Honestly, it might even be better if I were to abolish the 4e-style skill system entirely in my game and just go with 'substitute one attribute bonus with a different one' as the mechanical effect. Then if you want to be a bad-assed tracker/hunter guy you'd pick up the corresponding techniques and move the narrative in the direction of tracking and hunting, put it all on your high WIS score, and be bad-assed! A 'huntsman' boon could package up the relevant techniques, along with some sort of relevant utility power, into a nice bundle. You could still buy the relevant techniques on their own if you wished. Well, there's an option is to make all the 'instant' ones only available as boons, whereas things that you can't generally rinse and repeat in combat would be available for purchase, ala rituals/practices. They could all be 'techniques', but some you can't just go out and buy. GMT in 4e is pretty much exactly 'Major Boon' in HoML, so that works fine. A super snazzy 'Distraction' technique that you can pull in combat as a standard strategy would thus be part of say a 'Trickster' boon, which would raise you a level when you get it and can't be bought (except maybe when its appropriate to the narrative, in which case the cost is, in HoML terms, just flavor). Yeah, its workable. It wouldn't be TOO hard to make some fairly broken ones, but that's no different than with powers in 4e where 'Twin Strike' and similar stuff basically follows the architecture of the game, but is still a little 'broken'. [/QUOTE]
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