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Combat Advantage 1: Power Knowledge
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<blockquote data-quote="CapnZapp" data-source="post: 4812908" data-attributes="member: 12731"><p><em>Apologies for starting a new thread, but I couldn't find an existing one on this subject (I even looked up all threads started by EP).</em></p><p></p><p>Just saw this (through the NSFW "contest"): <a href="http://www.emeraldpresspdf.com/resources/ComAdv1_PowerKnowledge_v2.pdf" target="_blank">http://www.emeraldpresspdf.com/resources/ComAdv1_PowerKnowledge_v2.pdf</a></p><p></p><p>Don't know what discussion/feedback you've gotten on this one, EP, but I must say there are several "thirdeditionisms" and design mistakes.</p><p></p><p>In no particular order:</p><p>* keying the mechanism on Int alone. In fourth edition, it's easy to create a character with Int 10. Not because you are powergaming or using Int as a dump stat, but because you have chosen a race-class-build combo that simply isn't designed to gain anything out of Intelligence. All these characters (that are balanced in the normal game) suddenly lose out of the pdf's rather significant advantages. Why? And why is the feature designed so that the class that already is the most flexible is the one that gains the most flexibility (Wizard)?</p><p></p><p>In short, thinking "this feature depends on intellectual capacity and memory and therefore keys off Intelligence" is not good 4E design. Look at Forgotten Realms for a much better solution, and use "best mental ability" instead. Allowing a character to use Wisdom or Charisma is much more inclusive, and (I believe) there are no builds that actively discourage dumping <em>all three</em> mental stats.</p><p></p><p>The point isn't to ensure all characters are included, but all builds. Individual characters built with 10 Int, 10 Wis and 8 Cha still lose out; but that's a much smaller problem - because (again, AFAIK) that's the player's choice; not the build telling him so.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4812908, member: 12731"] [I]Apologies for starting a new thread, but I couldn't find an existing one on this subject (I even looked up all threads started by EP).[/I] Just saw this (through the NSFW "contest"): [url]http://www.emeraldpresspdf.com/resources/ComAdv1_PowerKnowledge_v2.pdf[/url] Don't know what discussion/feedback you've gotten on this one, EP, but I must say there are several "thirdeditionisms" and design mistakes. In no particular order: * keying the mechanism on Int alone. In fourth edition, it's easy to create a character with Int 10. Not because you are powergaming or using Int as a dump stat, but because you have chosen a race-class-build combo that simply isn't designed to gain anything out of Intelligence. All these characters (that are balanced in the normal game) suddenly lose out of the pdf's rather significant advantages. Why? And why is the feature designed so that the class that already is the most flexible is the one that gains the most flexibility (Wizard)? In short, thinking "this feature depends on intellectual capacity and memory and therefore keys off Intelligence" is not good 4E design. Look at Forgotten Realms for a much better solution, and use "best mental ability" instead. Allowing a character to use Wisdom or Charisma is much more inclusive, and (I believe) there are no builds that actively discourage dumping [I]all three[/I] mental stats. The point isn't to ensure all characters are included, but all builds. Individual characters built with 10 Int, 10 Wis and 8 Cha still lose out; but that's a much smaller problem - because (again, AFAIK) that's the player's choice; not the build telling him so. [/QUOTE]
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