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<blockquote data-quote="LostSoul" data-source="post: 5052354" data-attributes="member: 386"><p>I would say that the change has nothing to do with creative agenda at all, but somehow I figure we're using different definitions! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Me too, but I haven't gotten around to dealing with spells and prayers just yet. I'm not sure how I'll write it up, but I do know what I want. <em>Command</em> is probably the best example: With that prayer you can give someone a one-word command and he'll do it if you hit.</p><p></p><p>Anyway, that's off-topic for your thread. I'll try to actually provide something helpful!</p><p></p><p>What are you trying to achieve with your improv/stunting rule?</p><p></p><p>Is that power balanced? No, not really, but that's actually what you want. Sometimes other powers will be better (even at-wills) but often this will be the smart choice. That will force people out of the power system.</p><p></p><p>It will also change the adventuring day because it puts more strain on healing surges; however, there's a tension between that and extra damage from APs. Players will have to make some interesting choices, I think.</p><p></p><p>What are you thinking about for damage? I'd probably set it pretty high, maybe in the low limited damage expression range, with the AP bumping it up to high. At the level you're at the PCs should have a good number of encounter powers, and low limited damage is around what you get from an encounter power. (I could be wrong.)</p><p></p><p></p><p>One of the reasons I think people get locked into seeing powers is because they operate outside of the game world. We've all heard the one about tripping an ooze. Because of this, when a player is forced to make a decision he's not thinking about the details of the game world, he's thinking about what power would work best in the situation. He's thinking about things like AC, HP, 2[W] and push 3, etc.</p><p></p><p>If you can get the player to start thinking, "That guy is really quick but he doesn't look too strong or tough; maybe if I can get a hold of him, like Marv did fighting Frodo in Sin City, I'll have him", or something along those lines, then I think you'll see players start breaking out of the power structure and trying different things.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5052354, member: 386"] I would say that the change has nothing to do with creative agenda at all, but somehow I figure we're using different definitions! :) Me too, but I haven't gotten around to dealing with spells and prayers just yet. I'm not sure how I'll write it up, but I do know what I want. [i]Command[/i] is probably the best example: With that prayer you can give someone a one-word command and he'll do it if you hit. Anyway, that's off-topic for your thread. I'll try to actually provide something helpful! What are you trying to achieve with your improv/stunting rule? Is that power balanced? No, not really, but that's actually what you want. Sometimes other powers will be better (even at-wills) but often this will be the smart choice. That will force people out of the power system. It will also change the adventuring day because it puts more strain on healing surges; however, there's a tension between that and extra damage from APs. Players will have to make some interesting choices, I think. What are you thinking about for damage? I'd probably set it pretty high, maybe in the low limited damage expression range, with the AP bumping it up to high. At the level you're at the PCs should have a good number of encounter powers, and low limited damage is around what you get from an encounter power. (I could be wrong.) One of the reasons I think people get locked into seeing powers is because they operate outside of the game world. We've all heard the one about tripping an ooze. Because of this, when a player is forced to make a decision he's not thinking about the details of the game world, he's thinking about what power would work best in the situation. He's thinking about things like AC, HP, 2[W] and push 3, etc. If you can get the player to start thinking, "That guy is really quick but he doesn't look too strong or tough; maybe if I can get a hold of him, like Marv did fighting Frodo in Sin City, I'll have him", or something along those lines, then I think you'll see players start breaking out of the power structure and trying different things. [/QUOTE]
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