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General Tabletop Discussion
*Dungeons & Dragons
Are Essentials more old school or just a clever marketing ploy?
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<blockquote data-quote="I'm A Banana" data-source="post: 5361749" data-attributes="member: 2067"><p>I think Pathfinder's CMB does a pretty OK job of this, honestly.</p><p></p><p>My pet idea: An improv rule that makes improving <em>just as good</em> as any power, combined with class/race/feat/whatnot features that specifically influence the improv rule, rather than using it for corner cases.</p><p></p><p>Make it a significant part of your character's abilities. Let that improv rule shine. Let groups <em>replace the entire powers structure with it, if they want</em>. </p><p></p><p>And then cut down on the amount of "powers" a given character needs to juggle at once, to encourage more "out-of-the-box" abilities.</p><p></p><p>So, with that, you have:</p><ol> <li data-xf-list-type="ol"> Incentive to use the improv rule (your powers aren't going to be able to do everything you want to do).</li> <li data-xf-list-type="ol"> No reason NOT to use the improv rule (you don't loose anything by replacing a power with a stunt)</li> <li data-xf-list-type="ol"> Sufficient complexity and interesting options when using the improv rule (it's not just "arbitrary d20 roll against arbitrary DC to roll arbitrary dice for damage;" the rules affect it, and there's a lot of different things you can do with it, and the rules tell you what you maybe want to do with it).</li> <li data-xf-list-type="ol"> Leading to fun results when you jump outside of the powers structure.</li> </ol><p></p><p>Your Improv Rule is part of the PHB. It contains a list of options you might decide to do with it. There are rules in classes and races and whatnot that affect it. It's not just something for DM's to use in corner cases. It is a core part of the player's arsenal.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5361749, member: 2067"] I think Pathfinder's CMB does a pretty OK job of this, honestly. My pet idea: An improv rule that makes improving [I]just as good[/I] as any power, combined with class/race/feat/whatnot features that specifically influence the improv rule, rather than using it for corner cases. Make it a significant part of your character's abilities. Let that improv rule shine. Let groups [I]replace the entire powers structure with it, if they want[/I]. And then cut down on the amount of "powers" a given character needs to juggle at once, to encourage more "out-of-the-box" abilities. So, with that, you have: [LIST=1] [*] Incentive to use the improv rule (your powers aren't going to be able to do everything you want to do). [*] No reason NOT to use the improv rule (you don't loose anything by replacing a power with a stunt) [*] Sufficient complexity and interesting options when using the improv rule (it's not just "arbitrary d20 roll against arbitrary DC to roll arbitrary dice for damage;" the rules affect it, and there's a lot of different things you can do with it, and the rules tell you what you maybe want to do with it). [*] Leading to fun results when you jump outside of the powers structure. [/LIST] Your Improv Rule is part of the PHB. It contains a list of options you might decide to do with it. There are rules in classes and races and whatnot that affect it. It's not just something for DM's to use in corner cases. It is a core part of the player's arsenal. [/QUOTE]
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