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General Tabletop Discussion
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4e-inspired modular combat system
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<blockquote data-quote="Alex319" data-source="post: 4942983" data-attributes="member: 45678"><p>Why would other power sources need to be handled any differently?</p><p></p><p></p><p></p><p>I think this might be where we're having a hard time understanding each other. The examples you give - power attack, grappling, quickdrawing - are also "special moves" in the sense that they are powers that do something different from a basic attack when you use them. What is the relevant difference between those powers and the kinds of "special moves" that you want to get rid of? Do you not like the encounter/daily restrictions? The fact that existing powers combine multiple effects into preset packages?</p><p></p><p></p><p></p><p>I think maybe I understand a little better now. In the current system you have a reasonable number of options (at-will/encounter/daily) and they're designed so that in any given situation, most of them are useful (at the very least they do damage) but some are more useful than others. What you want are more options, but each option is more situational, so you have to figure out which of your options will work in that situation, and if you don't have a good situational option then you'll just go back to your basic attack option. Is this a good description of what you are looking for?</p><p></p><p>If so then a problem with the way you're currently going about doing it is that since all the conditions and effects you're giving out are basically the same as the existing ones, they still will not be significantly more situational than the existing powers. For instance, if you can weaken an enemy for the same cost in actions and resources as doing another attack, then the decision will be based on whether you think that doing more damage with another attack is worth having more damage done to you next round. Basically the same kind of decision as in the existing system when you choose a power.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4942983, member: 45678"] Why would other power sources need to be handled any differently? I think this might be where we're having a hard time understanding each other. The examples you give - power attack, grappling, quickdrawing - are also "special moves" in the sense that they are powers that do something different from a basic attack when you use them. What is the relevant difference between those powers and the kinds of "special moves" that you want to get rid of? Do you not like the encounter/daily restrictions? The fact that existing powers combine multiple effects into preset packages? I think maybe I understand a little better now. In the current system you have a reasonable number of options (at-will/encounter/daily) and they're designed so that in any given situation, most of them are useful (at the very least they do damage) but some are more useful than others. What you want are more options, but each option is more situational, so you have to figure out which of your options will work in that situation, and if you don't have a good situational option then you'll just go back to your basic attack option. Is this a good description of what you are looking for? If so then a problem with the way you're currently going about doing it is that since all the conditions and effects you're giving out are basically the same as the existing ones, they still will not be significantly more situational than the existing powers. For instance, if you can weaken an enemy for the same cost in actions and resources as doing another attack, then the decision will be based on whether you think that doing more damage with another attack is worth having more damage done to you next round. Basically the same kind of decision as in the existing system when you choose a power. [/QUOTE]
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