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Different Power Sources - Different Mechanics
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4475352" data-attributes="member: 710"><p>Well, I probably wouldn't want to do that, being a fan of 4E "one system fits them all", but if I absolutely had to, I might do something like this: </p><p></p><p>0) All</p><p>Skills and Feats are the core of all characters. </p><p>Maneuvers, Spells, Prayers, are all stuff people can just learn - they don't even need XP for it (though you might learn some of them by leveling). Higher Level Abilities are more difficult to pull off.</p><p></p><p>1) Martial Power Source</p><p>Maneuvers (Exploits) would consist of two core concepts.</p><p>- Set Up Attack</p><p>- Finishing Blow</p><p>I can see a "tiered" system. Tier 1 Maneuvers are simple, along the lines of the 4E Basic/At-Will Attacks. Tier 2 Maneuvers require one setup action (which is in line with a 4E Basic Attack) or something like Combat Advantage, and the effect would be akin to an encounter power.</p><p>Tier 3 Maneuvers require two setup action or a setup action and Combat Advantage. The effect would be akin to a daily power.</p><p>Higher Level Powers require you to beat a certain minimum DC, regardless of other aspects, so if a 3rd level Fighter tries to pull of a 20th level power, he would probably fail against the minimum DC.</p><p></p><p>2) Arcane Power Source</p><p>There are a lot of spellcasting models in existence, and each has its merits. </p><p>I think there are two concepts:</p><p>Using the tiers again, but this time, the setup action has no effect and is just casting time. To compensate, the Tier 2 and Tier 3 powers will be slightly more powerful. You still need to beat the powers DC.</p><p></p><p>Alternatively, a Vancian Approach</p><p>You have a Cast DC and a "Retain DC". If you fail the Retain DC, the spell is gone from your memory.</p><p>Tier 1 Powers would have Retain DC = Cast DC -5</p><p>Tier 2 Powers would have Retain DC = Cast DC +0</p><p>Tier 3 Powers would have Retain DC = Cast DC +5</p><p>Rememorizing a Tier 1 spell takes a short rest, otherwise it takes an Extended Rest.</p><p></p><p>3) Divine Power Source</p><p>A gimmick of Divine Spells in Torg was that the Faithful could "lose" access to his prayers if he failed his check. My Vancian approach is also based on this idea. Something like this might also work here. </p><p>Unlike Spells, Prayers would have no different casting times.</p><p></p><p>So, there would be a Casting DC and a Faith DC. If you beat the Faith DC, you can keep the power, if not, you lose it and must recover it. (I assume this would take something like a Short Rest, though you have to roll again to see if you keep it. If you fail again, take an extended rest. If you fail again, the prayer is lost forever, and you have to relearn it entirely.)</p><p></p><p>Tier 1 Powers would have Faith DC = Casting DC </p><p>Tier 2 Powers would have Faith DC = Casting DC +5</p><p>Tier 2 Powers would have Faith DC = Casting DC +10. </p><p>(again, first guesses on the modifiers)</p><p></p><p>4) Psionics</p><p>As an option, I might consider a drain based mechanic - your brain replaces your bodies muscles to manifest some effects.</p><p></p><p>Each power has a Manifest DC and a Drain DC. If you beat the Drain DC, you suffer no penalties, if you beat the Casting DC, the power manifests. (You still also need to "hit" with your power)</p><p>Tier 1 Powers will have Drain DC = Manifest DC</p><p>Tier 2 Powers will have a Drain DC = Manifest DC +5</p><p>Tier 3 Powers will have a Drain DC = Manifest DC +10. </p><p>So while you might always be able to cast an equal level power, it is likely that you take some drain damage. It pays off to cast lower level powers.</p><p></p><p>I don't know about other types of powers.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4475352, member: 710"] Well, I probably wouldn't want to do that, being a fan of 4E "one system fits them all", but if I absolutely had to, I might do something like this: 0) All Skills and Feats are the core of all characters. Maneuvers, Spells, Prayers, are all stuff people can just learn - they don't even need XP for it (though you might learn some of them by leveling). Higher Level Abilities are more difficult to pull off. 1) Martial Power Source Maneuvers (Exploits) would consist of two core concepts. - Set Up Attack - Finishing Blow I can see a "tiered" system. Tier 1 Maneuvers are simple, along the lines of the 4E Basic/At-Will Attacks. Tier 2 Maneuvers require one setup action (which is in line with a 4E Basic Attack) or something like Combat Advantage, and the effect would be akin to an encounter power. Tier 3 Maneuvers require two setup action or a setup action and Combat Advantage. The effect would be akin to a daily power. Higher Level Powers require you to beat a certain minimum DC, regardless of other aspects, so if a 3rd level Fighter tries to pull of a 20th level power, he would probably fail against the minimum DC. 2) Arcane Power Source There are a lot of spellcasting models in existence, and each has its merits. I think there are two concepts: Using the tiers again, but this time, the setup action has no effect and is just casting time. To compensate, the Tier 2 and Tier 3 powers will be slightly more powerful. You still need to beat the powers DC. Alternatively, a Vancian Approach You have a Cast DC and a "Retain DC". If you fail the Retain DC, the spell is gone from your memory. Tier 1 Powers would have Retain DC = Cast DC -5 Tier 2 Powers would have Retain DC = Cast DC +0 Tier 3 Powers would have Retain DC = Cast DC +5 Rememorizing a Tier 1 spell takes a short rest, otherwise it takes an Extended Rest. 3) Divine Power Source A gimmick of Divine Spells in Torg was that the Faithful could "lose" access to his prayers if he failed his check. My Vancian approach is also based on this idea. Something like this might also work here. Unlike Spells, Prayers would have no different casting times. So, there would be a Casting DC and a Faith DC. If you beat the Faith DC, you can keep the power, if not, you lose it and must recover it. (I assume this would take something like a Short Rest, though you have to roll again to see if you keep it. If you fail again, take an extended rest. If you fail again, the prayer is lost forever, and you have to relearn it entirely.) Tier 1 Powers would have Faith DC = Casting DC Tier 2 Powers would have Faith DC = Casting DC +5 Tier 2 Powers would have Faith DC = Casting DC +10. (again, first guesses on the modifiers) 4) Psionics As an option, I might consider a drain based mechanic - your brain replaces your bodies muscles to manifest some effects. Each power has a Manifest DC and a Drain DC. If you beat the Drain DC, you suffer no penalties, if you beat the Casting DC, the power manifests. (You still also need to "hit" with your power) Tier 1 Powers will have Drain DC = Manifest DC Tier 2 Powers will have a Drain DC = Manifest DC +5 Tier 3 Powers will have a Drain DC = Manifest DC +10. So while you might always be able to cast an equal level power, it is likely that you take some drain damage. It pays off to cast lower level powers. I don't know about other types of powers. [/QUOTE]
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