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General Tabletop Discussion
*Dungeons & Dragons
Can mundane classes have a resource which powers abilities?
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<blockquote data-quote="Ahnehnois" data-source="post: 6278545" data-attributes="member: 17106"><p>What do you know? I hate, hate, hate, hate using per-time use limitations to power abilities.</p><p></p><p>The system essentially creates three separate domains.</p><p>One, the character class, simply tells you how many powers you get and when. It tells you nothing about how they work.</p><p>Two, the skill/feat system that tells you how you can create fun effects, and then assigns a cost to them. The cost, in this context, is simply a relative measure of how hard it is to teleport someone vs read their mind.</p><p>Three, the supporting rules, which include the default strain option but a number of separate but equal variants.</p><p></p><p>I think this separation is very useful. I do think that it provides a model that could work for magical or nonmagical abilities. As I've said before, I wouldn't be opposed to a fatigue-based resource system. And if it were presented in the form of "doing this costs 5 strain, strain means whatever option your DM picked as a cost" it would enable someone like you to create a separate "strain pool" if you didn't want to run it off of hp. But we could still use the same rulebook and make characters with the same suite of abilities.</p><p></p><p>You can hack any system do to that. I'm sure someone out there has taken AEDU and changed it so the use limitations work differently. I just think it's better if the system is built for that kind of variation from the start.</p><p></p><p>***</p><p></p><p><em>However</em>, I still would not look at the resource system as a balancing mechanism between characters. It isn't good for that and it serves other purposes better.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6278545, member: 17106"] What do you know? I hate, hate, hate, hate using per-time use limitations to power abilities. The system essentially creates three separate domains. One, the character class, simply tells you how many powers you get and when. It tells you nothing about how they work. Two, the skill/feat system that tells you how you can create fun effects, and then assigns a cost to them. The cost, in this context, is simply a relative measure of how hard it is to teleport someone vs read their mind. Three, the supporting rules, which include the default strain option but a number of separate but equal variants. I think this separation is very useful. I do think that it provides a model that could work for magical or nonmagical abilities. As I've said before, I wouldn't be opposed to a fatigue-based resource system. And if it were presented in the form of "doing this costs 5 strain, strain means whatever option your DM picked as a cost" it would enable someone like you to create a separate "strain pool" if you didn't want to run it off of hp. But we could still use the same rulebook and make characters with the same suite of abilities. You can hack any system do to that. I'm sure someone out there has taken AEDU and changed it so the use limitations work differently. I just think it's better if the system is built for that kind of variation from the start. *** [I]However[/I], I still would not look at the resource system as a balancing mechanism between characters. It isn't good for that and it serves other purposes better. [/QUOTE]
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Can mundane classes have a resource which powers abilities?
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