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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="The Crimson Binome" data-source="post: 7324185" data-attributes="member: 6775031"><p>I think d20 modern gave a number of action points per level equal to your level, so a level 17 character would have 17 action points to spend before they hit level 18; so that is <em>an</em> example of a limited resource that is limited on a per-level basis.</p><p></p><p>It really comes down to how strong you want these bombs to be, relative to what the wizard is casting, and how strongly you're willing to force a certain number of encounters per level. Personally, I can't recommend <em>any</em> system that rations power-use on a per-level basis, because it forces the player to budget based on a meta-game assumption that they <em>will</em> be gaining levels at a predictable rate.</p><p></p><p>Maybe you're okay with that, though. At that point, the ability to design a system is primarily limited by <em>which</em> parameters you are willing to arbitrarily force. You already said that you're not happy with the idea of using wealth as a limiting factor, because it limits the types of campaigns you can play. What about the number of encounters per level? Are you willing to force that? The game already assumes a certain number of encounters per day, and I'm sure you've seen how well that works out.</p><p></p><p><em>If</em> you're willing to assume the number of encounters per level, and you want these bombs to be used roughly once per encounter, then you can just multiply that out to get your number of bombs per level; you'll still face the issue that they will not use them against easy encounters, and pile them up for hard encounters, but that's not significantly different than the issue already plaguing wizards (especially as the number of encounters per level approaches the number of encounters per day).</p><p></p><p>The only reasonable-ish alternative I can think of is to make the acquisition of the critical reagent require a skill check that has an escalating DC for repeated attempts, which decays again at a set rate. That may not work so well under Bounded Accuracy, though.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7324185, member: 6775031"] I think d20 modern gave a number of action points per level equal to your level, so a level 17 character would have 17 action points to spend before they hit level 18; so that is [I]an[/I] example of a limited resource that is limited on a per-level basis. It really comes down to how strong you want these bombs to be, relative to what the wizard is casting, and how strongly you're willing to force a certain number of encounters per level. Personally, I can't recommend [I]any[/I] system that rations power-use on a per-level basis, because it forces the player to budget based on a meta-game assumption that they [I]will[/I] be gaining levels at a predictable rate. Maybe you're okay with that, though. At that point, the ability to design a system is primarily limited by [I]which[/I] parameters you are willing to arbitrarily force. You already said that you're not happy with the idea of using wealth as a limiting factor, because it limits the types of campaigns you can play. What about the number of encounters per level? Are you willing to force that? The game already assumes a certain number of encounters per day, and I'm sure you've seen how well that works out. [I]If[/I] you're willing to assume the number of encounters per level, and you want these bombs to be used roughly once per encounter, then you can just multiply that out to get your number of bombs per level; you'll still face the issue that they will not use them against easy encounters, and pile them up for hard encounters, but that's not significantly different than the issue already plaguing wizards (especially as the number of encounters per level approaches the number of encounters per day). The only reasonable-ish alternative I can think of is to make the acquisition of the critical reagent require a skill check that has an escalating DC for repeated attempts, which decays again at a set rate. That may not work so well under Bounded Accuracy, though. [/QUOTE]
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