AbdulAlhazred
Legend
LOL, since my own personal rules could effectively be called this "heartbreaker" I have to interject here. The 4e approach, which resulted in the existence of NORTH OF FIFTY THOUSAND POWERS (literally, no exaggeration) is clearly neither elegant nor practically beneficial. Our game, were it to be commercialized, would probably contain on the order of 500 powers. Yet it contains virtually all of the flexibility of the original. Call it 'elegance', call it anything you want, but 100x decrease in the necessary number of powers to achieve the same level of expressiveness, that is what I call A HUGE WIN.That is what I am arguing against. Stridently advocating for a structure regardless of any practical design consequences it has, on the basis that its aesthetics, whatever those aesthetics may be, are superior. My concerns would apply just as much to a stridently pro-keyword approach, if anyone were actually advocating that, as it does to a stridently pro-centralization approach, which is commonly advocated both here and elsewhere. (Seriously, every single thread anyone ever starts about making a 4e heartbreaker, you're gonna get a third or more of the responses advocating for either all powers from a given source being condensed into a single pile, or all powers in the whole game condensed into a single pile, not because that would be more effective to play nor because it would be easier to design, but because single piles are presumed to be self-evidently "better" than separate piles. When one naturally points out that build differences would become extremely difficult to implement in such a system--e.g. every power could easily have 4 or more build-specific clauses in it, making them incredibly bloated--these concerns are flatly dismissed as unimportant compared to the importance of collecting all plausibly-similar options together in a single list.)
And make no mistake, I did NOT set out with some sort of 'aesthetic' goal. I felt from the beginning that the 4e approach was flawed, but I had no special axe to grind beyond making it better. I DO feel it is more elegant to have basically a unified list, but I base that entirely on observation of the improvements gained! Frankly there is simply no way I could possibly design thousands of powers anyway, and there were goals I had in mind which didn't allow for simply making everything compatible with 4e's specific detailed structure. Honestly, at this point our game has diverged a lot from 4e anyway, but my advice to anyone who wants to make a game with the core 'power' concept is, don't make the mistake of putting them in too many niches. Its fine to say "you can only do this if you have met certain requirements", but in our case we shifted those to the narrative side, and then made the narrative construct a very solid part of the game. So, your fighter could have a fireball, but there would be a darned good reason, in narrative terms, for why, and there's probably a wizard someplace who will cast a better one.