Ahnehnois
First Post
Great!So, if I am to boil this down into an incredibly simplified version, characters essentially have "Mana" or "Fatigue" from which they draw their powers. This sort of system is a granularity I would absolutely revel in having in D&D.
In my mind, beyond the centralized aspect, there's also the issue that X points and Y cost actually mean something in the game world. And it's easy to adjust what they mean.Honestly I enjoy the system because it's A: simple, you have X points and spells/powers that cost Y value of them. You can create a wide variety of different powers that all function on the same basic mathematics X points minus Y power cost and different systems for utilizing this power
So my point is that if you wanted to, in 3e you could have a 20th level character take up singing or arcane knowledge or psychic power and pick up, for example, 4 ranks (You could take more or less). You'd be as good as a 1st level character. You could (if you had a lot of skill points to spare) be as good as the norm for your character level, or anything less than that.On the 4e commentary part, I'm not sure by what you mean by "+4 in anything", like...to hit? To skills? Well, at 20th level you are usually trained in 3-4 skills(that's a +5 bonus) and have a +10 bonus to them for 1/2 level, and then whatever the appropriate mod is(+4 isn't unreasonable for a skill with a high score behind it), so 19+/- In a trained skill is pretty normal. Perhaps I'm missing the connection, but given the limited skill list, and the fact that it serves a different purpose than in your above system. So...clarify?
However, the standard modifier precludes that. If you're a 20th level character, you have +10 to start with in everything. Even if you're a really stupid barbarian, you likely know more about arcana than a 1st level wizard. Unless you're 1st level, it's impossible to be a beginner at anything. You basically have two choices; you can be good at a task for your level by being trained and having the right ability mods, or you can be bad at it for level, by not having those bonuses.
The same issue is present in earlier versions of D&D mostly with attack bonus. Even in 3e, your wizards get a better attack bonus than barbarians if they have a level advantage. I'd argue that that should never happen (unless you're playing a wizard who actually does melee combat, like Gandalf). Sure, there are other modifiers besides your BAB, and damage and other abilities are relevant too, but I don't see why someone who isn't actively training in something needs to get better at it. With the (3e) skills approach, you only get better at something when you choose to and invest into doing so. So my issue with 4e is that given the choice between hard-coded level-based bonuses, and level-independent skill bonuses, the made everything like the former rather than the latter. It does allow you to readily predict what a character of X level can do (which some might argue is good for balance), but you lose flexibility, granularity, and simulation. The range of bonuses a character can have at any particular thing is smaller. Characters are more homogenous. To me, that's not worth it.
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