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<blockquote data-quote="Abstruse" data-source="post: 5941396" data-attributes="member: 6669048"><p>No thank you. It took me three readthroughs to figure out how that worked, and I run Shadowrun 3rd for crying out loud.</p><p></p><p>First, it doesn't feel like D&D. It feels too much like a game mechanic. I know that sounds odd, but that's how it is. It feels like something from a video game rather than a tabletop RPG and I can't figure out how it would work in a fiction standpoint. If I can't take a game session (assuming it's played mostly straight) and write it up as a short story, it feels wrong.</p><p></p><p>Second, it adds a lot of bookkeeping. In combat, I have to keep track of rounds. Out of combat, I have to keep track of minutes on the small scale and days on the large scale. Now I have to keep track of hours.</p><p></p><p>Third, it only really works for combat spells. That means you're going to have to split it between combat and utility spells (what's an at-will Feather Fall look like?) and that means you're still going to have to keep track of daily spells. And having a controller-build wizard in my current PF game and I promise you, you get a smart player enough spells and they can wreck your whole world as a DM without doing a single point of damage to anything.</p><p></p><p>Fourth, it will greatly reduce the variety of spells. I like Shadowrun's spell system where they do something similar where same spell at multiple "levels" can do different things but cost more resources. You can take your spell that just lights a small fire and turn it into a flaming arrow or massive fireball, you just have to take more drain to do it. I like that system...<em>for Shadowrun</em>. Magic is very young in the Shadowrun world, but it's very old in D&D. The more spells you have that do a greater variety of things, the more ancient and mysterious the spell system feels. Something like this feels like...I know I'm repeating myself, but like a game mechanic. Insert 1 mana to do 1 damage, 2 mana to do 2 damage, 3 mana to do 5 damage OR 2 damage to 3 different targets...just doesn't feel right.</p><p></p><p>Finally, something like this is going to shift the game back to an encounter-based design. And if you want to know my feelings on that, check out the thread somewhere on here where there was a big discussion about adding encounter powers to Next.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 5941396, member: 6669048"] No thank you. It took me three readthroughs to figure out how that worked, and I run Shadowrun 3rd for crying out loud. First, it doesn't feel like D&D. It feels too much like a game mechanic. I know that sounds odd, but that's how it is. It feels like something from a video game rather than a tabletop RPG and I can't figure out how it would work in a fiction standpoint. If I can't take a game session (assuming it's played mostly straight) and write it up as a short story, it feels wrong. Second, it adds a lot of bookkeeping. In combat, I have to keep track of rounds. Out of combat, I have to keep track of minutes on the small scale and days on the large scale. Now I have to keep track of hours. Third, it only really works for combat spells. That means you're going to have to split it between combat and utility spells (what's an at-will Feather Fall look like?) and that means you're still going to have to keep track of daily spells. And having a controller-build wizard in my current PF game and I promise you, you get a smart player enough spells and they can wreck your whole world as a DM without doing a single point of damage to anything. Fourth, it will greatly reduce the variety of spells. I like Shadowrun's spell system where they do something similar where same spell at multiple "levels" can do different things but cost more resources. You can take your spell that just lights a small fire and turn it into a flaming arrow or massive fireball, you just have to take more drain to do it. I like that system...[I]for Shadowrun[/I]. Magic is very young in the Shadowrun world, but it's very old in D&D. The more spells you have that do a greater variety of things, the more ancient and mysterious the spell system feels. Something like this feels like...I know I'm repeating myself, but like a game mechanic. Insert 1 mana to do 1 damage, 2 mana to do 2 damage, 3 mana to do 5 damage OR 2 damage to 3 different targets...just doesn't feel right. Finally, something like this is going to shift the game back to an encounter-based design. And if you want to know my feelings on that, check out the thread somewhere on here where there was a big discussion about adding encounter powers to Next. [/QUOTE]
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