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D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="Manbearcat" data-source="post: 6795891" data-attributes="member: 6696971"><p>Its funny you mention this. I approached my players (all well-versed in Dungeon World) very recently about this exact thing. The PBtA engine is so elegant, so intuitive, so extremely versatile, that it could trivially produce a fantastic pulp Star Wars engine. They agreed so our next game is going to be Star Wars via PBtA.</p><p></p><p></p><p></p><p>Some thoughts on ways to accomplish what you're looking for:</p><p></p><p>1) Contract the tiers to levels 1-10 a la Neverwinter or 13th Age after it.</p><p></p><p>2) Reorganize Powers/Features:</p><p></p><p>Level 1: Background, Race Features, Theme Encounter, all level 1 Class Features, Heroic Feat.</p><p>Level 2: Class/Race/Skill/Theme (any of 1-10) Utility </p><p>Level 3: Remove Class Encounter and replace with level 11 Encounter and a PP-themed Second Wind Augment.</p><p>Level 4: ASI * 2, Heroic Feat.</p><p>Level 5: Remove level 5 Daily and put level 11 Paragon Path Utility there.</p><p>Level 6: Remove level 6 Utility and put Level 16 Paragon Path Feature </p><p>Level 7: Remove level 7 Encounter and put level 21 Epic Destiny Feature there.</p><p>Level 8: ASI * 2, Heroic Feat.</p><p>Level 9: Remove level 9 Daily and put Epic Destiny level 24/26 come back to life/miracle Daily there.</p><p>Level 10: Level 30 Epic Destiny Feature.</p><p></p><p>3) Make Surprise Round damage automatic critical hit and lower the number of Healing Surges available per day.</p><p></p><p>4) Increase damage expressions at levels 3 (Paragon Tier) and 7 (Epic Tier).</p><p></p><p>5) Add +2 hit and 1d8 damage buff for Bloodied PCs.</p><p></p><p>Sum total =</p><p></p><p>* 3 less feats to create wonky build synergy that can wreak havoc (also serves to lessen build decision-points).</p><p>* Less intra-race/class/theme build choices and powers.</p><p>* Nova nerfed.</p><p>* "Rally Narrative" augmented.</p><p>* Damage expressions buffed for more tactical stunting.</p><p>* Monsters deadlier putting PCs in Bloodied condition creating feedback loop of more dangerous PCs with Bloodied damage buff (Rally Narrative again). This also mitigates the "dump encounter powers straight away" propensity that some tables endure.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6795891, member: 6696971"] Its funny you mention this. I approached my players (all well-versed in Dungeon World) very recently about this exact thing. The PBtA engine is so elegant, so intuitive, so extremely versatile, that it could trivially produce a fantastic pulp Star Wars engine. They agreed so our next game is going to be Star Wars via PBtA. Some thoughts on ways to accomplish what you're looking for: 1) Contract the tiers to levels 1-10 a la Neverwinter or 13th Age after it. 2) Reorganize Powers/Features: Level 1: Background, Race Features, Theme Encounter, all level 1 Class Features, Heroic Feat. Level 2: Class/Race/Skill/Theme (any of 1-10) Utility Level 3: Remove Class Encounter and replace with level 11 Encounter and a PP-themed Second Wind Augment. Level 4: ASI * 2, Heroic Feat. Level 5: Remove level 5 Daily and put level 11 Paragon Path Utility there. Level 6: Remove level 6 Utility and put Level 16 Paragon Path Feature Level 7: Remove level 7 Encounter and put level 21 Epic Destiny Feature there. Level 8: ASI * 2, Heroic Feat. Level 9: Remove level 9 Daily and put Epic Destiny level 24/26 come back to life/miracle Daily there. Level 10: Level 30 Epic Destiny Feature. 3) Make Surprise Round damage automatic critical hit and lower the number of Healing Surges available per day. 4) Increase damage expressions at levels 3 (Paragon Tier) and 7 (Epic Tier). 5) Add +2 hit and 1d8 damage buff for Bloodied PCs. Sum total = * 3 less feats to create wonky build synergy that can wreak havoc (also serves to lessen build decision-points). * Less intra-race/class/theme build choices and powers. * Nova nerfed. * "Rally Narrative" augmented. * Damage expressions buffed for more tactical stunting. * Monsters deadlier putting PCs in Bloodied condition creating feedback loop of more dangerous PCs with Bloodied damage buff (Rally Narrative again). This also mitigates the "dump encounter powers straight away" propensity that some tables endure. [/QUOTE]
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