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*Dungeons & Dragons
Balancing "consumable" powers vs "per time" powers (Alchemists, Grenadiers etc) - the search for an alternative
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<blockquote data-quote="5ekyu" data-source="post: 7323850" data-attributes="member: 6919838"><p>Well, lets look at it this way, what you are describing is a "material components have to be hunted down" sort of system. </p><p></p><p>IMO and IMX tracking inventory levels is *not* usually considered that much fun in role-playing fantasy. It happens and has to be done sometimes but... not a ton of the "oh oh oh tonight is going to be inventory night" like i expect next week when we start the fight that we cliffhung them on last session.</p><p></p><p>Second, the "balance" of this power suite is even more "up to the GM" which makes it fairly less predictable across different games. Now, of course, all real balance stems from the Gm to a large extent but this one puts it firmly in the GM control in a way that IMO a good number of players would find uncomfortable.</p><p></p><p>third, even then it would tend to reward "ingredient hunts" which likely are not all that much fun. Sure once in a while it can be a story but... over and over as the character levels up with (presumably) tougher and tougher ingredients... How much fun would it be to have to roleplay the fighter getting his magic sword sharpened **again**</p><p></p><p>As an alternative... i might consider creating class abilities and features which apply **bonuses** in certain circumstances - using maybe the ranger "favored terrain" and "favored target" as a rough go-by for the circumstantial bonus. make the "at risk" thing an enhancement kind of thing not a limitation on core stuff.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7323850, member: 6919838"] Well, lets look at it this way, what you are describing is a "material components have to be hunted down" sort of system. IMO and IMX tracking inventory levels is *not* usually considered that much fun in role-playing fantasy. It happens and has to be done sometimes but... not a ton of the "oh oh oh tonight is going to be inventory night" like i expect next week when we start the fight that we cliffhung them on last session. Second, the "balance" of this power suite is even more "up to the GM" which makes it fairly less predictable across different games. Now, of course, all real balance stems from the Gm to a large extent but this one puts it firmly in the GM control in a way that IMO a good number of players would find uncomfortable. third, even then it would tend to reward "ingredient hunts" which likely are not all that much fun. Sure once in a while it can be a story but... over and over as the character levels up with (presumably) tougher and tougher ingredients... How much fun would it be to have to roleplay the fighter getting his magic sword sharpened **again** As an alternative... i might consider creating class abilities and features which apply **bonuses** in certain circumstances - using maybe the ranger "favored terrain" and "favored target" as a rough go-by for the circumstantial bonus. make the "at risk" thing an enhancement kind of thing not a limitation on core stuff. [/QUOTE]
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Balancing "consumable" powers vs "per time" powers (Alchemists, Grenadiers etc) - the search for an alternative
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