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[4e Clone] Scaling Powers! (?)
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<blockquote data-quote="Tony Vargas" data-source="post: 6335595" data-attributes="member: 996"><p>To be fair, it's more like a few powers at each decision point, totaling hundreds only across all levels and after /two/ Martial Powers books.</p><p></p><p>It's also the way to make casters more interesting: /reduced/ them to just a few (or 10 or 16) spells, each chosen from a fairly small list, instead of 'zillions' (actually only a thousand or few).</p><p></p><p>Funny how that works out. I think humans just don't like being choice-less or overwhelmed with too many choices. The range of 3-6 seems pretty good, with another 3-6 once the first set become too familiar. </p><p></p><p> I've only played 13A 3 times, but each time, while the system was nice, the class I was playing proved disappointing. The cleric was too Vancian, for instance, and the fighter was just - sad. I've gone into it elsewhere, but the poor fighter pre-gen had 7 things chosen for it, and in the course of 3 exciting battles with an excellent DM, none of those 7 things had /any/ impact on the game whatsoever. Might as well not have had 'em. (The third class was Paladin, and the game was short, but it had an ability that actually did something 1/encounter +several/day - it would have gotten old fast.) I'm optimistic about 13TWs, though. FWIW.</p><p></p><p> Psionics was cute because it did follow AEDU, but re-jiggered in such a way that it looked and felt different. There's a lot could be done with tricks like that.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6335595, member: 996"] To be fair, it's more like a few powers at each decision point, totaling hundreds only across all levels and after /two/ Martial Powers books. It's also the way to make casters more interesting: /reduced/ them to just a few (or 10 or 16) spells, each chosen from a fairly small list, instead of 'zillions' (actually only a thousand or few). Funny how that works out. I think humans just don't like being choice-less or overwhelmed with too many choices. The range of 3-6 seems pretty good, with another 3-6 once the first set become too familiar. I've only played 13A 3 times, but each time, while the system was nice, the class I was playing proved disappointing. The cleric was too Vancian, for instance, and the fighter was just - sad. I've gone into it elsewhere, but the poor fighter pre-gen had 7 things chosen for it, and in the course of 3 exciting battles with an excellent DM, none of those 7 things had /any/ impact on the game whatsoever. Might as well not have had 'em. (The third class was Paladin, and the game was short, but it had an ability that actually did something 1/encounter +several/day - it would have gotten old fast.) I'm optimistic about 13TWs, though. FWIW. Psionics was cute because it did follow AEDU, but re-jiggered in such a way that it looked and felt different. There's a lot could be done with tricks like that. [/QUOTE]
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