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General Tabletop Discussion
*Pathfinder & Starfinder
Fixing Casters, the Right Way
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<blockquote data-quote="Celebrim" data-source="post: 5007254" data-attributes="member: 4937"><p>For the record, my idea predates the publication of 4e. And I don't think its odd that there are some parallels. FantasyCraft also has some parallels to my suggestion in there attempted fix of 3.X. I don't personally feel either is as elegant as I would have liked, or what I outline here, but I'm not surprised that I'm not the only designer that has had similar thoughts.</p><p></p><p>Not that my idea is perfect. I'm concerned about its effect on play speed for one thing, and I also wonder whether it would in practice not lead to the same sort of 'bad save' situations found in 3.X. But I'm just throwing it out there as an example of how you don't have to get rid of big dramatic effects either by removing them or by adding in all these fiat immunities.</p><p></p><p>I think 4e fixes nothing. Whenever it finds some challenge with smithing out a rule, it simply removes the option from play. I consider this on one hand to be the mark of lazy design and on the other hand to be somewhat conscending to the player. They ended up producing a system with as few options as a rules light system, and as much fiddly bits as a rules heavy system. </p><p></p><p></p><p></p><p>Well, something like this would happen. If you run out of Fatigue points, you are 'fatigued'. If you run out of Willpower, you'd be shaken 'shaken'. If you run out of Initiative, you'd 'distressed' and have a penalty on your reflex saves and initiative until you could recover.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5007254, member: 4937"] For the record, my idea predates the publication of 4e. And I don't think its odd that there are some parallels. FantasyCraft also has some parallels to my suggestion in there attempted fix of 3.X. I don't personally feel either is as elegant as I would have liked, or what I outline here, but I'm not surprised that I'm not the only designer that has had similar thoughts. Not that my idea is perfect. I'm concerned about its effect on play speed for one thing, and I also wonder whether it would in practice not lead to the same sort of 'bad save' situations found in 3.X. But I'm just throwing it out there as an example of how you don't have to get rid of big dramatic effects either by removing them or by adding in all these fiat immunities. I think 4e fixes nothing. Whenever it finds some challenge with smithing out a rule, it simply removes the option from play. I consider this on one hand to be the mark of lazy design and on the other hand to be somewhat conscending to the player. They ended up producing a system with as few options as a rules light system, and as much fiddly bits as a rules heavy system. Well, something like this would happen. If you run out of Fatigue points, you are 'fatigued'. If you run out of Willpower, you'd be shaken 'shaken'. If you run out of Initiative, you'd 'distressed' and have a penalty on your reflex saves and initiative until you could recover. [/QUOTE]
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Fixing Casters, the Right Way
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