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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Unique Psionics System Structure
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<blockquote data-quote="lichmaster" data-source="post: 8560600" data-attributes="member: 6683330"><p>I see your points, and having <em>some</em> mechanical difference can definitely make for interesting settings and maybe gameplay.</p><p>But overall, once you define how/to what extent spells and psi powers interact, what is their power source, and the like, you simply have different classes that do have some kind of supernatural power.</p><p>I'm all in for different casting mechanics, be they either spell points, altered casting time, etc, but besides these differences, I'm really not sure there's anything fundamentally different between spells and psi powers except flavor.</p><p></p><p>Again... none except flavor, IMO.</p><p></p><p>I'm not sure if it's a problem or a "feature". I think a lot depends again on the setting, when the system was designed and what was it designed for.</p><p>I think generalist characters make for an easier playing experience because you know you should be able to do something in most circumstances, and you can solve problems in different ways. With more specialised classes you probably need more experience with the game and especially the setting itself. The game can be more challenging and more rewarding precisely because you have a more specialised but narrower arsenal of powers. On the flip side, it may get a bit boring because you have a hammer and everything will start looking like a nail.</p><p>I personally lean towards generalist systems for another reason: a generalist character can be challenged in many ways, but a specialist should be very strong at his/her specialty and quite weak to terrible outside of it. Thus it's trickier to challenge, because either you're specifically targeting his/her weaknesses (ok once in a while, terrible if done ever slightly so often) or he's just outright outmatched in his/her very specialty.</p><p></p><p>I completely agree, and this could be a good starting point for worldbuilding a campaing. But this also implies that you're kind of designing a system to fit into a specific setting, so it will probably work very well if that's what other people want to play, but it may require a lot of work if one wants a different setting.</p><p>At a different level, this is again the debate between generalist vs specialist <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="lichmaster, post: 8560600, member: 6683330"] I see your points, and having [I]some[/I] mechanical difference can definitely make for interesting settings and maybe gameplay. But overall, once you define how/to what extent spells and psi powers interact, what is their power source, and the like, you simply have different classes that do have some kind of supernatural power. I'm all in for different casting mechanics, be they either spell points, altered casting time, etc, but besides these differences, I'm really not sure there's anything fundamentally different between spells and psi powers except flavor. Again... none except flavor, IMO. I'm not sure if it's a problem or a "feature". I think a lot depends again on the setting, when the system was designed and what was it designed for. I think generalist characters make for an easier playing experience because you know you should be able to do something in most circumstances, and you can solve problems in different ways. With more specialised classes you probably need more experience with the game and especially the setting itself. The game can be more challenging and more rewarding precisely because you have a more specialised but narrower arsenal of powers. On the flip side, it may get a bit boring because you have a hammer and everything will start looking like a nail. I personally lean towards generalist systems for another reason: a generalist character can be challenged in many ways, but a specialist should be very strong at his/her specialty and quite weak to terrible outside of it. Thus it's trickier to challenge, because either you're specifically targeting his/her weaknesses (ok once in a while, terrible if done ever slightly so often) or he's just outright outmatched in his/her very specialty. I completely agree, and this could be a good starting point for worldbuilding a campaing. But this also implies that you're kind of designing a system to fit into a specific setting, so it will probably work very well if that's what other people want to play, but it may require a lot of work if one wants a different setting. At a different level, this is again the debate between generalist vs specialist :p [/QUOTE]
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