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<blockquote data-quote="mfang2" data-source="post: 4485138" data-attributes="member: 64139"><p>First post, though I've been lurking here forever. I was particularly intruiged with this thread, and was thinking that these generic powers would perhaps work especially well in conjunction with the gear-based powers that HeapThaumaturgist referred to back on page 5. For example, whilst a any two (proficient-dependent?) characters can fire off a couple of rounds with a pistol, a striker may attempt to gain better positioning through a shift, whilst a leaders may provide covering so that nearby characters can move up. It gives a base level of combat effectiveness while also providing tactical and personal flavor.</p><p></p><p></p><p></p><p>I also quite liked this idea, though after pondering at length over the debate on combat versus non-combat priorities, I was thinking of a relatively simple (and probably uninspiring) solution:</p><p></p><p>the universal powers pool that Mustrum mentioned differentiates based on role; thus combat powers could have strong/tough/fast branches, and non-combat powers (or skills, situations, or whatever) could/would have smart/wise/charismatic branches. But this is may prove to be unsatisfactory for those that may want to specialize (for realism or other reasons) in or out of combat. Han Solo may talk fast AND shoot first, but a given character may consistently choose one over the other.</p><p></p><p>Then perhaps for each character (say a Fast/Charisma), he should choose one (say Charisma) as his primary class distinction, over (Fast) his secondary class distinction. Mechanically this would likely amount to no more than a few +2/-2 differences (whatever and wherever they may be without ruining game balance), and Narratively, one could easily construct a character that may just be content with being a gas-station attendent (primary Wise), but is (perhaps reluctantly) willing to take up that shotgun (secondary Tough) when rabble-rousers come by.</p><p></p><p>Anyways, just my two cents</p></blockquote><p></p>
[QUOTE="mfang2, post: 4485138, member: 64139"] First post, though I've been lurking here forever. I was particularly intruiged with this thread, and was thinking that these generic powers would perhaps work especially well in conjunction with the gear-based powers that HeapThaumaturgist referred to back on page 5. For example, whilst a any two (proficient-dependent?) characters can fire off a couple of rounds with a pistol, a striker may attempt to gain better positioning through a shift, whilst a leaders may provide covering so that nearby characters can move up. It gives a base level of combat effectiveness while also providing tactical and personal flavor. I also quite liked this idea, though after pondering at length over the debate on combat versus non-combat priorities, I was thinking of a relatively simple (and probably uninspiring) solution: the universal powers pool that Mustrum mentioned differentiates based on role; thus combat powers could have strong/tough/fast branches, and non-combat powers (or skills, situations, or whatever) could/would have smart/wise/charismatic branches. But this is may prove to be unsatisfactory for those that may want to specialize (for realism or other reasons) in or out of combat. Han Solo may talk fast AND shoot first, but a given character may consistently choose one over the other. Then perhaps for each character (say a Fast/Charisma), he should choose one (say Charisma) as his primary class distinction, over (Fast) his secondary class distinction. Mechanically this would likely amount to no more than a few +2/-2 differences (whatever and wherever they may be without ruining game balance), and Narratively, one could easily construct a character that may just be content with being a gas-station attendent (primary Wise), but is (perhaps reluctantly) willing to take up that shotgun (secondary Tough) when rabble-rousers come by. Anyways, just my two cents [/QUOTE]
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