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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: 7324176" data-attributes="member: 6919838"><p>Well dealing with your specific 3 per level or "Should a level 5 alchemist find 3 activators per adventure? 20 per level? No idea. "</p><p></p><p>To me the answer is 24. Or maybe 16. Or maybe 8. But it could be more orvless depending on "facts"</p><p></p><p>Facts like:</p><p>What is the effect being generated?</p><p>How powerful is it?</p><p>Does the "class have other stuff they do or is this the thing they do most of the time."</p><p></p><p>See my answer to :throws a 100d6 fireball" would be different from my answer to "provides advantage on one attack roll."</p><p></p><p>As a rule though i would be extremely unlikely to embrace "uses per level" as a balancing mechanic or mechanic in general. Even more if its able to be held over from level to level and applied at higher levels.</p><p></p><p>Time, rest, dawn - those are all relevant and measurable entities the character can see, experience and use/trade/choose during a game play. "Level" is not, its out of their hands and it really reeks of more a case of GM fiat than enabling character driven results.</p><p></p><p>To me change, design and mechanics need to serve a goal and a result. This seems to be trying to make a significant part of a character power very subservient to GM choice and i cannot see how that really is a desirable goal/result. </p><p></p><p>Magic items, allies, lots of different parts the GM has that level of control in already. </p><p></p><p>What is gained and desired by expanding that control into the basic class options?</p><p></p><p></p><p></p><p>Sent from my [device_name] using <a href="http://EN World mobile app" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7324176, member: 6919838"] Well dealing with your specific 3 per level or "Should a level 5 alchemist find 3 activators per adventure? 20 per level? No idea. " To me the answer is 24. Or maybe 16. Or maybe 8. But it could be more orvless depending on "facts" Facts like: What is the effect being generated? How powerful is it? Does the "class have other stuff they do or is this the thing they do most of the time." See my answer to :throws a 100d6 fireball" would be different from my answer to "provides advantage on one attack roll." As a rule though i would be extremely unlikely to embrace "uses per level" as a balancing mechanic or mechanic in general. Even more if its able to be held over from level to level and applied at higher levels. Time, rest, dawn - those are all relevant and measurable entities the character can see, experience and use/trade/choose during a game play. "Level" is not, its out of their hands and it really reeks of more a case of GM fiat than enabling character driven results. To me change, design and mechanics need to serve a goal and a result. This seems to be trying to make a significant part of a character power very subservient to GM choice and i cannot see how that really is a desirable goal/result. Magic items, allies, lots of different parts the GM has that level of control in already. What is gained and desired by expanding that control into the basic class options? Sent from my [device_name] using [url]EN World mobile app[/url] [/QUOTE]
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