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ThirdWizard said:
I am intrigued by your ideas and wish to subscribe to your newsletter.

It's bi-monthly, the next cover art is being done by the other patients at the home that believe they are reincarnations of famous artists.

(but yeah, that example is meant to be as anime as it gets... unless you put in the fact that the spell caster also has a card-fetish....)
 

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heretic888 said:
Hi Ahglock,

So, let me get this straight. You would rather increase the arithmetic players and DMs must utilize in any given round of combat to "make sense" of powerful special abilities?? Slowing down combat and making the game more complicated has more narrative power to you?? Seriously??

Um, yes, yes I would. Why because the added arithmetic isn't challenging enough to slow my game down. So all I get out of the per encounter mechanic was a whole fist full of lose.

I was at first excited about the per encounter and per day mechanic. I envisioned cool powers that would almost self justify there being only used once per encounter or once per day. Instead I get twist a knife in the wound!!!! Um something that lame and easy to do should never be per encounter.

Being that there lame mundane maneuvers, yeah I'd rather have more "complicated".

Ease of use doesn't make lame any better than lame.
 

Archangel_Zer0 said:
Or even better, a Spell Caster who is 24th level and only 13 years old, lives in his own apartment and has a girlfriend (who looks like she's 19) who happens to have cat ears and a cat tail.
You should put spoiler tags around that. I haven't read the last Harry Potter book.
 




Campbell said:
This is what action points are for.

For most of those, I listed, I think requiring an action points is a horrible implementation. Then again, I prefer how maneuvers work in BOIM.


1. Negative conditions are built into the maneuvers. Bad positioning or exceptional accuracy is a to hit penalty or the opponent reflex save to avoid some extra effect. Putting one's self out of position or dropping one's guard is an ac penalty and/or opponent getting an AoO. This means, I need to consider when the character uses the maneuver and how often.

a. If I want my character to throw caution to the wind (e.g, either he is reckless or the situation is dire and the opponent needs to be dropped quickly), I can try a risky maneuver for a big payoff, I can do that repeatedly, but realize that that it is more likely to bite my characer in the backside via various possible penalties from attack penalties, ac penalties, or opportunity attacks.

b. I can take advantage of negative conditions on my chacter's opponent. If they are dazed, stunned, flat-footed, those are good moments to take advantage of their penalties.

c. I can have my opponent try to create openings to better utilize a maneuver by bluff/feint.


2. If an opponent uses a risky maneuver, my character can take advantage via penalties built into their maneuver .

3. If I determine that my character outclases my opponent in combat ability and defensive against their ac, I feel free to attempt my more powerful maneuvers more often.

and, unlike, per encounter, not once do I have the designers telling me that I can only use the maneuver once per encounter (or have to spend an action point for another use if this is what they are going to do). Instead, I have them telling me that I need to consider the consequences of using such actions and determine when it is most approriate to use them or create such situations when it is best to do so.
 
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fnwc said:
If this is your strategy, this will hold true using both point buy and randomized systems. The only difference between the two is that in a randomized system you might end up with less or more to work with than the fighter standing next to you.

I'm with Hong on this one. I prefer to have destiny in my own hands.
I wasn't advocating this strategy, I was simply illustrating a fairly common outcome of point buy.

If two players have a similar character concept, then with point buy they will build the same character concept.

With a randomized system, as a starting point the characters are no longer identical and may evolve in different ways.
 

devoblue said:
I wasn't advocating this strategy, I was simply illustrating a fairly common outcome of point buy.

If two players have a similar character concept, then with point buy they will build the same character concept.

With a randomized system, as a starting point the characters are no longer identical and may evolve in different ways.

With 3e and probably all further editions, character differentiation is done with so much more than ability score values that it isn't worth it to put any worry on that particular outcome.
 

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