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Forked Thread: Do nonmagical 1/day abilities damage suspension of disbelief?
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<blockquote data-quote="Mort" data-source="post: 4341463" data-attributes="member: 762"><p>Every game can benefit from more thinking - no such thing as perfect (for example the skill challenge system while a great idea needs refinement from its current form). I just happen to disagree that this is not a good solution to the spellcaster v. non-spellcaster problem. The shift in thinking required (more narrative control to the player and more abstraction in general) is one I happen to agree with.</p><p></p><p></p><p></p><p></p><p></p><p>The designers actually addressed why they did not include a better recharge mechanic such as the one in Bo9S (I can't remember where at the moment). Simply put, they felt an easy recharge mechanic would lead to players using the same moves and tricks all the time which is stagnating and boring. Without the easy recharge players have to use all the tools provided. I agree with this somewhat, though I loved Bo9S and did not see the recharge mechanic as too problematic.</p><p></p><p></p><p></p><p></p><p>Well yes, but "I magic it" always covered a heck of a lot more ground than "I hit it" ever seemed to.</p><p></p><p></p><p></p><p>I'm not familiar with HERO so you could well have a point. I will say this though, GURPS is also more flexible and balanceable than the 4e solution but the complexity of playing it makes my (and my players) head hurt. 4e also has the simple to implement and easy to play factor going for it (which IMO) is not small.</p></blockquote><p></p>
[QUOTE="Mort, post: 4341463, member: 762"] Every game can benefit from more thinking - no such thing as perfect (for example the skill challenge system while a great idea needs refinement from its current form). I just happen to disagree that this is not a good solution to the spellcaster v. non-spellcaster problem. The shift in thinking required (more narrative control to the player and more abstraction in general) is one I happen to agree with. The designers actually addressed why they did not include a better recharge mechanic such as the one in Bo9S (I can't remember where at the moment). Simply put, they felt an easy recharge mechanic would lead to players using the same moves and tricks all the time which is stagnating and boring. Without the easy recharge players have to use all the tools provided. I agree with this somewhat, though I loved Bo9S and did not see the recharge mechanic as too problematic. Well yes, but "I magic it" always covered a heck of a lot more ground than "I hit it" ever seemed to. I'm not familiar with HERO so you could well have a point. I will say this though, GURPS is also more flexible and balanceable than the 4e solution but the complexity of playing it makes my (and my players) head hurt. 4e also has the simple to implement and easy to play factor going for it (which IMO) is not small. [/QUOTE]
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Forked Thread: Do nonmagical 1/day abilities damage suspension of disbelief?
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