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4e Monster List - Dwarven Nosepicker & Elven Butt Scratcher
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<blockquote data-quote="Nom" data-source="post: 4103923" data-attributes="member: 56980"><p>I might have misunderstood, but doesn't 6 goblin specialists (2 powers each) + 6 orc specialists (2 powers) each work out to 6 goblin bases, 6 orc bases, and 12 cool powers to use as you see fit?</p><p></p><p>The other consideration is that - from a designer's perspective - generic is <u>always</u> harder to get right than specific.</p><p></p><p>If I have one goblin type with 2 powers, then I need to make sure those two powers work correctly together.</p><p></p><p>If I have one goblin type with 12 mix-n-match powers, then I need to make sure that any combo of those powers work correctly together.</p><p></p><p>This is partly why the PH powers have been so streamlined relative to 3E. If every power is a tweak of a single base mechanic it's a lot easier to avoid unintended interactions than if every power uses a different mechanic.</p></blockquote><p></p>
[QUOTE="Nom, post: 4103923, member: 56980"] I might have misunderstood, but doesn't 6 goblin specialists (2 powers each) + 6 orc specialists (2 powers) each work out to 6 goblin bases, 6 orc bases, and 12 cool powers to use as you see fit? The other consideration is that - from a designer's perspective - generic is [u]always[/u] harder to get right than specific. If I have one goblin type with 2 powers, then I need to make sure those two powers work correctly together. If I have one goblin type with 12 mix-n-match powers, then I need to make sure that any combo of those powers work correctly together. This is partly why the PH powers have been so streamlined relative to 3E. If every power is a tweak of a single base mechanic it's a lot easier to avoid unintended interactions than if every power uses a different mechanic. [/QUOTE]
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