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Balance of Power Problems in 5e: Self created?
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<blockquote data-quote="pemerton" data-source="post: 7029226" data-attributes="member: 42582"><p>Another way to look at it is this: a superhero game might be designed to have mechanics that help ensure that Black Widow's player is able to contribute as much as Thor's player (eg metagame mechanics of some form).</p><p></p><p>But as [MENTION=23935]Nagol[/MENTION] mentioned, this is not universally enjoyed. Even back in the day not everyone used henchmen (or hirelings) as part of the game; and I think it's even less common to use them in contemporary D&D play.</p><p></p><p></p><p>If you're running the game in the way that [MENTION=6696971]Manbearcat[/MENTION] or I might, then you won't have a set-up quite like the one [MENTION=23935]Nagol[/MENTION] described in his early post in the thread: for instance, there wouldn't be a timeline that the PCs have to meet in order to succeed; rather, the sort of time-driven pressure/failure that Nagol describes would be an <em>outcome</em> of resolution (probably in a skill challenge). Likewise, the presence of handy water breathing potions in a surface lair would be more likely to be the outcome of a successful check or initial skill challenge, than something preset by the GM.</p><p></p><p>Which goes to [MENTION=29398]Lanefan[/MENTION]'s point (and also to my response to [MENTION=6785785]hawkeyefan[/MENTION], about superhero RPGing). One of the things that will determine how fantastical a non-spellcasting character might be is the approach to framing and resolution. How much is determined in advance and how much is open to be determined as an aspect of PC success; and what sorts of actions can be declared for those PCs? (Eg cue Beowulf's playe declaring an Endurance check to make it to the bottom of the lake; or cue Black Widow's player declaring a Streetwise and/or Thievery check to find the cache of water breathing potions; etc.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7029226, member: 42582"] Another way to look at it is this: a superhero game might be designed to have mechanics that help ensure that Black Widow's player is able to contribute as much as Thor's player (eg metagame mechanics of some form). But as [MENTION=23935]Nagol[/MENTION] mentioned, this is not universally enjoyed. Even back in the day not everyone used henchmen (or hirelings) as part of the game; and I think it's even less common to use them in contemporary D&D play. If you're running the game in the way that [MENTION=6696971]Manbearcat[/MENTION] or I might, then you won't have a set-up quite like the one [MENTION=23935]Nagol[/MENTION] described in his early post in the thread: for instance, there wouldn't be a timeline that the PCs have to meet in order to succeed; rather, the sort of time-driven pressure/failure that Nagol describes would be an [I]outcome[/I] of resolution (probably in a skill challenge). Likewise, the presence of handy water breathing potions in a surface lair would be more likely to be the outcome of a successful check or initial skill challenge, than something preset by the GM. Which goes to [MENTION=29398]Lanefan[/MENTION]'s point (and also to my response to [MENTION=6785785]hawkeyefan[/MENTION], about superhero RPGing). One of the things that will determine how fantastical a non-spellcasting character might be is the approach to framing and resolution. How much is determined in advance and how much is open to be determined as an aspect of PC success; and what sorts of actions can be declared for those PCs? (Eg cue Beowulf's playe declaring an Endurance check to make it to the bottom of the lake; or cue Black Widow's player declaring a Streetwise and/or Thievery check to find the cache of water breathing potions; etc.) [/QUOTE]
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