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<blockquote data-quote="Henry" data-source="post: 4754761" data-attributes="member: 158"><p>I'm of a dissenting opinion on this one. I feel like if you could analyze the powers of a given level, you could probably figure out how to distill them down into a set of options to do X number of times per day. Something like:</p><p></p><p>Fighters:</p><p></p><p>At character level 1, fighters can do the following once per encounter:</p><p></p><p>- a 2(W) attack that pushes or pulls an enemy into or out of melee range</p><p>-a 2(W) attack that dazes them until end of their next turn</p><p>- a 1(W) attack that knocks them prone or stuns them until next turn.</p><p></p><p>they can do one of the following once per day:</p><p>-a 3(W) attack</p><p>-a 2(W) attack that causes 5 ongoing damage (save ends)</p><p>-a 1(W) attack on three adjacent targets</p><p></p><p>Or something like that. Reading the powers, you can deduce what utility effects are more important than others (for instance, a reaction that gets you out of harm's way is appropriate for level 2, but an INTERRUPT that gets you out of harm's way is more apropos for level 10), you can deduce what kinds of status effects are worth more damage (for instance, stunning someone > dazing them or knocking prone > sliding someone > pushing them around), and so on. Leaving them a choice of open-ended effects, and forcing them to use their imaginations to come up with HOW a certain attack would look or why it worked that way ("I wound up and smacked him HARD as I can with my Maul!" or "I feinted, made him slip up, and used my foot to kick him halfway across the room!") </p><p></p><p>Then, just experiment and see if it's not quite good enough, or neeeds cutting back. Admittedly, it's more work than just switching to a whole different game, but you might be able to tweak it enough to what you're looking for. After all, you're not trying to do this for ALL classes and ALL levels the way a game designer is -- you're doing for JUST the classes and levels that your players are playing.</p></blockquote><p></p>
[QUOTE="Henry, post: 4754761, member: 158"] I'm of a dissenting opinion on this one. I feel like if you could analyze the powers of a given level, you could probably figure out how to distill them down into a set of options to do X number of times per day. Something like: Fighters: At character level 1, fighters can do the following once per encounter: - a 2(W) attack that pushes or pulls an enemy into or out of melee range -a 2(W) attack that dazes them until end of their next turn - a 1(W) attack that knocks them prone or stuns them until next turn. they can do one of the following once per day: -a 3(W) attack -a 2(W) attack that causes 5 ongoing damage (save ends) -a 1(W) attack on three adjacent targets Or something like that. Reading the powers, you can deduce what utility effects are more important than others (for instance, a reaction that gets you out of harm's way is appropriate for level 2, but an INTERRUPT that gets you out of harm's way is more apropos for level 10), you can deduce what kinds of status effects are worth more damage (for instance, stunning someone > dazing them or knocking prone > sliding someone > pushing them around), and so on. Leaving them a choice of open-ended effects, and forcing them to use their imaginations to come up with HOW a certain attack would look or why it worked that way ("I wound up and smacked him HARD as I can with my Maul!" or "I feinted, made him slip up, and used my foot to kick him halfway across the room!") Then, just experiment and see if it's not quite good enough, or neeeds cutting back. Admittedly, it's more work than just switching to a whole different game, but you might be able to tweak it enough to what you're looking for. After all, you're not trying to do this for ALL classes and ALL levels the way a game designer is -- you're doing for JUST the classes and levels that your players are playing. [/QUOTE]
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