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<blockquote data-quote="Almacov" data-source="post: 5408782" data-attributes="member: 15613"><p>-Characters and monsters feel <em>special</em>. With the system being built around exceptions, and that library of exceptions having grown so much, it's very easy to whip up a combination of effects that feels unique. It's also pretty easy to design those effects yourself. Monsters in particular are gloriously simple to customize.</p><p></p><p>-Environments feel <em>special</em>. The movement & positioning heavy nature of the game, along with other tactical nuances, make the place in which a fight breaks out matter a great deal. Hazard effects and area properties are nearly as blissfully simple and pleasant to tinker with as monsters are.</p><p></p><p>-As a consequence of being less common and harder to use, non-combat magic in the forms that rituals now have domain over feels <em>special</em>. Magic of that magnitude can be a strenuous, long task to perform. Damage? A man with a rock can inflict damage. A ritualist of sufficient power and possessed of the proper lore - can walk on water, travel through planes, and move mountains.</p><p></p><p>-Action points and daily powers give you a lovely layer of control over the pace and flow of encounters, and can act as very nice tools to enhance drama in pivotal moments.</p><p></p><p>-XP being used directly as a balance currency for encounters is really intuitive. I like giving myself a budget and being able to very rapidly pick and choose monsters I want to fill it.</p></blockquote><p></p>
[QUOTE="Almacov, post: 5408782, member: 15613"] -Characters and monsters feel [I]special[/I]. With the system being built around exceptions, and that library of exceptions having grown so much, it's very easy to whip up a combination of effects that feels unique. It's also pretty easy to design those effects yourself. Monsters in particular are gloriously simple to customize. -Environments feel [I]special[/I]. The movement & positioning heavy nature of the game, along with other tactical nuances, make the place in which a fight breaks out matter a great deal. Hazard effects and area properties are nearly as blissfully simple and pleasant to tinker with as monsters are. -As a consequence of being less common and harder to use, non-combat magic in the forms that rituals now have domain over feels [I]special[/I]. Magic of that magnitude can be a strenuous, long task to perform. Damage? A man with a rock can inflict damage. A ritualist of sufficient power and possessed of the proper lore - can walk on water, travel through planes, and move mountains. -Action points and daily powers give you a lovely layer of control over the pace and flow of encounters, and can act as very nice tools to enhance drama in pivotal moments. -XP being used directly as a balance currency for encounters is really intuitive. I like giving myself a budget and being able to very rapidly pick and choose monsters I want to fill it. [/QUOTE]
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