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General Tabletop Discussion
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Cheating, Action Points, and Second Wind
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<blockquote data-quote="apoptosis" data-source="post: 3993400" data-attributes="member: 3226"><p>Well say historically wizards have been more powerful than fighters. Which basically means that they have the ability to impact the narrative to a greater extent than fighters.</p><p></p><p>One option is to make magic riskier more difficult to use, weaker etc.</p><p></p><p>Another option is to make the fighter more powerful and have greater impact outside of combat (feats, abilities etc.).</p><p></p><p>Another option would be to give a larger amount of dramatic points to the fighter (actually to the player but amounts to the same thing). This would allow characters to have different levels of power but still similar ability to impact the narrative (the ability to impact the narrative relatively equally).</p><p></p><p>Example (be wary, my examples always basically stink).</p><p></p><p>A wizard wanting to know something could cast a divination (say clairvoyance or whatever) spell to find out what treasure lies inside the temple. A fighter could use a dramatic point to say that he knows this old hermit at the end of town that he once rescued that used to be a servant in the temple and once snuck into the treasure room and knows whats in there.</p><p></p><p>Basically use dramatic points to even the playing field. The fighter is still quite a death dealer in one-on-one combat (his shtick) but now has the ability to affect the narrative outside of his specialty.</p><p></p><p>Say a wizard could basically beat the fighter in a fight, well with some dramatic points the fighter could equalize the scenario (they are fighting on what once was holy ground and magic is far less effective).</p><p></p><p>Requires a different approach to gaming in some ways (classically defined meta-gaming is no longer a bad thing as it is party of the game)</p><p></p><p>I am sure someone else could come up with much better examples and mechanics for this.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 3993400, member: 3226"] Well say historically wizards have been more powerful than fighters. Which basically means that they have the ability to impact the narrative to a greater extent than fighters. One option is to make magic riskier more difficult to use, weaker etc. Another option is to make the fighter more powerful and have greater impact outside of combat (feats, abilities etc.). Another option would be to give a larger amount of dramatic points to the fighter (actually to the player but amounts to the same thing). This would allow characters to have different levels of power but still similar ability to impact the narrative (the ability to impact the narrative relatively equally). Example (be wary, my examples always basically stink). A wizard wanting to know something could cast a divination (say clairvoyance or whatever) spell to find out what treasure lies inside the temple. A fighter could use a dramatic point to say that he knows this old hermit at the end of town that he once rescued that used to be a servant in the temple and once snuck into the treasure room and knows whats in there. Basically use dramatic points to even the playing field. The fighter is still quite a death dealer in one-on-one combat (his shtick) but now has the ability to affect the narrative outside of his specialty. Say a wizard could basically beat the fighter in a fight, well with some dramatic points the fighter could equalize the scenario (they are fighting on what once was holy ground and magic is far less effective). Requires a different approach to gaming in some ways (classically defined meta-gaming is no longer a bad thing as it is party of the game) I am sure someone else could come up with much better examples and mechanics for this. [/QUOTE]
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