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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e death of creative spell casting?
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<blockquote data-quote="Ruin Explorer" data-source="post: 3766955" data-attributes="member: 18"><p>I don't think you've played enough RPGs if you believe that to be universally true, nor explored the possibilities of the ones you have played thoroughly enough. HERO is an extremely poor example for your assertion, because you should be building a lot of your "skills" <em>as powers</em>.</p><p></p><p>That's <em>exactly</em> what D&D is doing here - making Fighter abilities (at the very least, presumably Rogue ones too), into <em>spells</em> with a "martial" source. That's not unique or new or a "first in roleplaying", it's something HERO players have been doing for years. I mean, you want a HERO character who does a whirlwind style attack? You don't buy some skills and then cry that the rules don't allow for it, you buy up a <em>power</em> that allows it. You want to throw your axe in a deadly way, and the rules for skills don't cover it? You buy a physical RKA...</p><p></p><p>It's not the most elegant solution in the word, but it's mechanically extremely similar to what's being done in D&D - turning all abilities into "spell/power" equivalents.</p><p></p><p>I could go on, but other RPGs have done similar things, and MMORPGs have been doing it since Dark Age of Camelot, and later MMORPGs, Asheron's Call 2, particularly, really expanded on the idea of treating everything "like spells" but varying the power-sources (Rage, Energy and Mana in WoW, for example). Some now have even gone past that and come out the other side, as it were - Warhammer Online, for example, treats all abilities "like spells", but has a universal power source "Action Points", with every class having a unique additional "power up" source and a "morale" bar that powers different, additional abilities.</p><p></p><p>I don't say this to be mean, and I'm glad that you're excited by this, but it is far from a "first in roleplaying" for most of us. It's a first in D&D-based roleplaying, though, that's for sure (if you ignore Bo9S).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 3766955, member: 18"] I don't think you've played enough RPGs if you believe that to be universally true, nor explored the possibilities of the ones you have played thoroughly enough. HERO is an extremely poor example for your assertion, because you should be building a lot of your "skills" [I]as powers[/I]. That's [I]exactly[/I] what D&D is doing here - making Fighter abilities (at the very least, presumably Rogue ones too), into [I]spells[/I] with a "martial" source. That's not unique or new or a "first in roleplaying", it's something HERO players have been doing for years. I mean, you want a HERO character who does a whirlwind style attack? You don't buy some skills and then cry that the rules don't allow for it, you buy up a [I]power[/I] that allows it. You want to throw your axe in a deadly way, and the rules for skills don't cover it? You buy a physical RKA... It's not the most elegant solution in the word, but it's mechanically extremely similar to what's being done in D&D - turning all abilities into "spell/power" equivalents. I could go on, but other RPGs have done similar things, and MMORPGs have been doing it since Dark Age of Camelot, and later MMORPGs, Asheron's Call 2, particularly, really expanded on the idea of treating everything "like spells" but varying the power-sources (Rage, Energy and Mana in WoW, for example). Some now have even gone past that and come out the other side, as it were - Warhammer Online, for example, treats all abilities "like spells", but has a universal power source "Action Points", with every class having a unique additional "power up" source and a "morale" bar that powers different, additional abilities. I don't say this to be mean, and I'm glad that you're excited by this, but it is far from a "first in roleplaying" for most of us. It's a first in D&D-based roleplaying, though, that's for sure (if you ignore Bo9S). [/QUOTE]
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