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General Tabletop Discussion
D&D Older Editions
[4e Clone] Scaling Powers! (?)
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<blockquote data-quote="Tony Vargas" data-source="post: 6334919" data-attributes="member: 996"><p>Not sure item dependency is a great idea. One thing I liked about 4e was the ability to punch the 'inherent bonuses' button and run a low- or even no-magic game. You could even run a campaign w/o casters, at all, and still have things work relatively well.</p><p></p><p>Nod. I think a big part of the problem is that the number of choices a player will enjoy facing doesn't increase radically as they go through the higher levels. But, for new players, it /does/ increase quickly as they learn the game. So, very few powers at low heroic, expanding quickly is more for newer players, and the re-training is so even experienced players don't get overwhelmed by the sheer volume of in-combat choices.</p><p></p><p></p><p> Adjusting utilities to be actual non-combat abilities sounds great. Even splitting some powers and features by 'Pillar' might be a good idea.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6334919, member: 996"] Not sure item dependency is a great idea. One thing I liked about 4e was the ability to punch the 'inherent bonuses' button and run a low- or even no-magic game. You could even run a campaign w/o casters, at all, and still have things work relatively well. Nod. I think a big part of the problem is that the number of choices a player will enjoy facing doesn't increase radically as they go through the higher levels. But, for new players, it /does/ increase quickly as they learn the game. So, very few powers at low heroic, expanding quickly is more for newer players, and the re-training is so even experienced players don't get overwhelmed by the sheer volume of in-combat choices. Adjusting utilities to be actual non-combat abilities sounds great. Even splitting some powers and features by 'Pillar' might be a good idea. [/QUOTE]
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[4e Clone] Scaling Powers! (?)
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