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<blockquote data-quote="AbdulAlhazred" data-source="post: 6966108" data-attributes="member: 82106"><p>I know the feeling. I have enthusiasm, but right now every time I sit down its like, "Oh, I have to do about 100 more boons and associated powers, snore...". I guess I get through one every couple days, but at this rate it will be a good while before things REALLY become playable.</p><p></p><p>Not to detract from your originality, don't those kind of hark back to SWSE? I've never played or read SWSE, but I recall in all the great debates around 2008 there was a lot of talk about "why doesn't 4e use the SWSE condition track?" Of course yours may be architected way differently... </p><p></p><p>In my own game I chose to de-emphasize the mechanics surrounding conditions. They still exist, and are used much more consistently than in 4e, but most conditions end at the end of the target's turn, and all others are either concentration or end of encounter. I don't even HAVE saving throws per-se (although the idea of a check used to avoid or negate something is available as a mechanic simply by virtue of the d20 core). </p><p></p><p></p><p>Hehe, yeah, I've been tempted to basically do the same thing, "Hey, guys, once you hit level 6 you're on your own, just follow the yellow brick road!" I still need to build a lot more powers and things even so, just to establish all the various design patterns, and then test them all enough to see what might be problematic and tweak it, otherwise what people layer on top may be pretty whacked. </p><p></p><p></p><p></p><p>Setting-wise I can rely on my existing homebrewed D&D setting, which has history of play going back into the 1970's, so lots of crazy material. I've been reinterpreting a bunch of it into a more 'mythological' tone, as well as adding emphasis to the themes that it shares with 4e cosmology, mainly the conflict between chaos and order.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6966108, member: 82106"] I know the feeling. I have enthusiasm, but right now every time I sit down its like, "Oh, I have to do about 100 more boons and associated powers, snore...". I guess I get through one every couple days, but at this rate it will be a good while before things REALLY become playable. Not to detract from your originality, don't those kind of hark back to SWSE? I've never played or read SWSE, but I recall in all the great debates around 2008 there was a lot of talk about "why doesn't 4e use the SWSE condition track?" Of course yours may be architected way differently... In my own game I chose to de-emphasize the mechanics surrounding conditions. They still exist, and are used much more consistently than in 4e, but most conditions end at the end of the target's turn, and all others are either concentration or end of encounter. I don't even HAVE saving throws per-se (although the idea of a check used to avoid or negate something is available as a mechanic simply by virtue of the d20 core). Hehe, yeah, I've been tempted to basically do the same thing, "Hey, guys, once you hit level 6 you're on your own, just follow the yellow brick road!" I still need to build a lot more powers and things even so, just to establish all the various design patterns, and then test them all enough to see what might be problematic and tweak it, otherwise what people layer on top may be pretty whacked. Setting-wise I can rely on my existing homebrewed D&D setting, which has history of play going back into the 1970's, so lots of crazy material. I've been reinterpreting a bunch of it into a more 'mythological' tone, as well as adding emphasis to the themes that it shares with 4e cosmology, mainly the conflict between chaos and order. [/QUOTE]
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