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General Tabletop Discussion
*TTRPGs General
Floating Powers (Was: WoTC March 2009 Editorial Calendar)
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<blockquote data-quote="RodneyThompson" data-source="post: 4687942" data-attributes="member: 3594"><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4687820" target="_blank"> WoTC March 2009 Editorial Calendar </a></p><p></p><p></p><p></p><p>So, what do you envision these powers doing for the game? What do you envision them doing for your character?</p><p></p><p>There's been some internal discussion about such powers, which we've avoided so far for a variety of reasons. General powers don't support what the class is supposed to be doing (you can't build a general power to a role), and if you start taking general powers then you lose out on powers that speak to your role. Plus, generic powers are more likely to be less than exciting (by definition, the power needs to be generally applicable to multiple methods of use), and as such they might be just "more of the same" compared to existing powers. Generic powers also have the greater potential to produce more broken combinations, as you have to balance them against every class, every build, etc. instead of just the builds for a single class. Certain classes are built to function a certain way, and generic powers might not jive with that, or might produce what we call the nonbo (the negative version of the combo). </p><p></p><p>So, convince me why we should do generic powers, what you see them doing, what function they serve, etc. Despite all of the stuff I posted above, I'm not convinced there isn't room for them; I just am not sure what place they're supposed to have in the game. For the sake of discussion, let's say you're a designer/developer. What do you do with them?</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 4687942, member: 3594"] Forked from: [url=http://www.enworld.org/forum/showpost.php?postid=4687820] WoTC March 2009 Editorial Calendar [/url] So, what do you envision these powers doing for the game? What do you envision them doing for your character? There's been some internal discussion about such powers, which we've avoided so far for a variety of reasons. General powers don't support what the class is supposed to be doing (you can't build a general power to a role), and if you start taking general powers then you lose out on powers that speak to your role. Plus, generic powers are more likely to be less than exciting (by definition, the power needs to be generally applicable to multiple methods of use), and as such they might be just "more of the same" compared to existing powers. Generic powers also have the greater potential to produce more broken combinations, as you have to balance them against every class, every build, etc. instead of just the builds for a single class. Certain classes are built to function a certain way, and generic powers might not jive with that, or might produce what we call the nonbo (the negative version of the combo). So, convince me why we should do generic powers, what you see them doing, what function they serve, etc. Despite all of the stuff I posted above, I'm not convinced there isn't room for them; I just am not sure what place they're supposed to have in the game. For the sake of discussion, let's say you're a designer/developer. What do you do with them? [/QUOTE]
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