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<blockquote data-quote="Michael Silverbane" data-source="post: 7178630" data-attributes="member: 38016"><p>Most of the stuff that I've ported into tabletop from video games has been mechanical in nature</p><p></p><p>Mana Potions</p><p>Wizards, sorcerers, and psychics can replenish spell slots / power points mid-adventure with these, which are fairly common, along with very common healing potions keeps the PCs in adventure mode (if they do a good job at efficiently overcoming challenges and marshaling their resources, they can keep adventuring without a break almost indefinitely).</p><p></p><p>Crafting</p><p>Magic item crafting is not feat based, but skill based, using resources collected during adventures. This helps to keep the mundanes from needing to rely on the casters quite as much, at least for their cool stuff.</p><p></p><p>Respeccing</p><p>Changing abilities gained through leveling is a simple matter of paying a few hundred xp for it.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 7178630, member: 38016"] Most of the stuff that I've ported into tabletop from video games has been mechanical in nature Mana Potions Wizards, sorcerers, and psychics can replenish spell slots / power points mid-adventure with these, which are fairly common, along with very common healing potions keeps the PCs in adventure mode (if they do a good job at efficiently overcoming challenges and marshaling their resources, they can keep adventuring without a break almost indefinitely). Crafting Magic item crafting is not feat based, but skill based, using resources collected during adventures. This helps to keep the mundanes from needing to rely on the casters quite as much, at least for their cool stuff. Respeccing Changing abilities gained through leveling is a simple matter of paying a few hundred xp for it. [/QUOTE]
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