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<blockquote data-quote="C4" data-source="post: 6966802" data-attributes="member: 93857"><p>Yeah, there have been whole weeks when things come up or I was simply unmotivated, and got nothing done. It's a <em>looong</em> process.</p><p></p><p></p><p>You know, I don't really know anything about SWSE either, and I wouldn't be surprised if I was beaten to the punch. Some of my condition tracks are simple, like the attack penalty track; there are five conditions in this track, each one a power penalty to a target's attack rolls from -1 to -5. Other condition tracks are much more wordy; for example I took Dazed and Stunned, and rejiggered them into five progressing conditions ranging from 'grants combat advantage' to 'truly staggered.'</p><p></p><p>The advantage of condition tracks is twofold: Rather than buffing controller powers, I've been able to split powers up by power source rather than class (less work and less thematic redundancy) and give each controller a feature that adds/improves conditions onto his/her attacks. Secondly, condition tracks have allowed me to bypass the stunlock problem. (Controllers can still potentially really rain on the elite/solo parade, but doing so <em>is</em> part of their shtick.) Elites and solos can downgrade conditions they're hit with due to being tougher, smarter, more skilled, etc.. And they can upgrade conditions they hit the PCs with! Vice versa for minions and goons.</p><p></p><p>The risk is that I've created a subsystem more fiddly than fun, but I can't wait to see how it works out in play! Also, players can simply not play controllers, and GMs can avoid this subsystem easily enough if they don't like it.</p><p></p><p></p><p></p><p>Yeah, I definitely wanted a clear and consistently thematic foundation for others to build on, so I've been very conservative with the default powers. Individual groups can go gonzo, and I probably will too once my group gets to the coming-into-their-own levels, but I didn't want the foundation to be erratic.</p><p></p><p>I took a peek at HoML, and I'm chagrined at the similarities I see. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> One big difference is the shadow power source, which PoL lacks. (I do have an illusion theme, but it's an arcane option.) At one point I was fiddling with summoning class options, including undead-creation, but I never got it to the point of a four-role mechanic. It may require a revisit, or maybe I'll use rituals for summoning and creature-creation...</p><p></p><p>Also, I've been thinking I want to have a monster morale option but don't have much direction. Yours looks interesting, but it's a bit unclear...how's it work?</p></blockquote><p></p>
[QUOTE="C4, post: 6966802, member: 93857"] Yeah, there have been whole weeks when things come up or I was simply unmotivated, and got nothing done. It's a [I]looong[/I] process. You know, I don't really know anything about SWSE either, and I wouldn't be surprised if I was beaten to the punch. Some of my condition tracks are simple, like the attack penalty track; there are five conditions in this track, each one a power penalty to a target's attack rolls from -1 to -5. Other condition tracks are much more wordy; for example I took Dazed and Stunned, and rejiggered them into five progressing conditions ranging from 'grants combat advantage' to 'truly staggered.' The advantage of condition tracks is twofold: Rather than buffing controller powers, I've been able to split powers up by power source rather than class (less work and less thematic redundancy) and give each controller a feature that adds/improves conditions onto his/her attacks. Secondly, condition tracks have allowed me to bypass the stunlock problem. (Controllers can still potentially really rain on the elite/solo parade, but doing so [I]is[/I] part of their shtick.) Elites and solos can downgrade conditions they're hit with due to being tougher, smarter, more skilled, etc.. And they can upgrade conditions they hit the PCs with! Vice versa for minions and goons. The risk is that I've created a subsystem more fiddly than fun, but I can't wait to see how it works out in play! Also, players can simply not play controllers, and GMs can avoid this subsystem easily enough if they don't like it. Yeah, I definitely wanted a clear and consistently thematic foundation for others to build on, so I've been very conservative with the default powers. Individual groups can go gonzo, and I probably will too once my group gets to the coming-into-their-own levels, but I didn't want the foundation to be erratic. I took a peek at HoML, and I'm chagrined at the similarities I see. :D One big difference is the shadow power source, which PoL lacks. (I do have an illusion theme, but it's an arcane option.) At one point I was fiddling with summoning class options, including undead-creation, but I never got it to the point of a four-role mechanic. It may require a revisit, or maybe I'll use rituals for summoning and creature-creation... Also, I've been thinking I want to have a monster morale option but don't have much direction. Yours looks interesting, but it's a bit unclear...how's it work? [/QUOTE]
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