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<blockquote data-quote="AbdulAlhazred" data-source="post: 7314135" data-attributes="member: 82106"><p>In HoML my approach was to make the controlling stat be based on the weapon/implement you choose to use with the power. That being said some weapons/implements are required for certain powers, or at least advantageous, which does lead to a sort of similar "you need to have a good bonus in this stat to use this power" issue that 4e has. Still, MOSTLY, the issue disappears, and you can always get around it with proper power design in HoML (though the thematics are a different issue of course). The upshot being that I LIKE the fact that your stats contribute directly to the most important aspect of play, hitting things. I understand the notion that this is sort of 'pro forma', but I also reduced the likely range of stat bonuses, and got rid of stat increases (mostly) so you won't run into the "I only have a +1 and I really need a +7 to even bother" that happens in 4e.</p><p></p><p>Attack, defense, skill, etc bonuses in HoML DO advance on a single track. The same bonuses apply to all of them (most importantly the proficiency bonus). You can now directly juxtapose a skill check result against an attack as a defense, if you so wish, for example.</p><p></p><p>HoML is thus much more regular in its bonus structure than 4e is. There's definitely a HUGE advantage to doing things you are best at, but at least different categories of things are directly comparable, whereas that tended to break down in 4e. </p><p></p><p>I also have a philosophy that says 'Emphasize the memorable, forget the rest', so I have devised the game and subsystems in such a way that an accumulation of many small bonuses is not how things work. If you have advantage, its big. If you have a +5 STR its big, you don't get a lot of situations where you care so much about a +1, they exist but don't factor too much into the game.</p><p></p><p>Play is more about redirecting the narrative such that you engage your favorable mechanics. The dwarf with the big axe, he solves problems with that darned axe!! Now, maybe he's got to really work at it to do that in some situations, but the player has Inspiration and techniques (or even just plain skill use and 'page 42') to make that happen. Now and then you'll have to rely on some area where you're weak, but the idea is to fail forward, so it shouldn't actually cause an issue, it should be FUN.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7314135, member: 82106"] In HoML my approach was to make the controlling stat be based on the weapon/implement you choose to use with the power. That being said some weapons/implements are required for certain powers, or at least advantageous, which does lead to a sort of similar "you need to have a good bonus in this stat to use this power" issue that 4e has. Still, MOSTLY, the issue disappears, and you can always get around it with proper power design in HoML (though the thematics are a different issue of course). The upshot being that I LIKE the fact that your stats contribute directly to the most important aspect of play, hitting things. I understand the notion that this is sort of 'pro forma', but I also reduced the likely range of stat bonuses, and got rid of stat increases (mostly) so you won't run into the "I only have a +1 and I really need a +7 to even bother" that happens in 4e. Attack, defense, skill, etc bonuses in HoML DO advance on a single track. The same bonuses apply to all of them (most importantly the proficiency bonus). You can now directly juxtapose a skill check result against an attack as a defense, if you so wish, for example. HoML is thus much more regular in its bonus structure than 4e is. There's definitely a HUGE advantage to doing things you are best at, but at least different categories of things are directly comparable, whereas that tended to break down in 4e. I also have a philosophy that says 'Emphasize the memorable, forget the rest', so I have devised the game and subsystems in such a way that an accumulation of many small bonuses is not how things work. If you have advantage, its big. If you have a +5 STR its big, you don't get a lot of situations where you care so much about a +1, they exist but don't factor too much into the game. Play is more about redirecting the narrative such that you engage your favorable mechanics. The dwarf with the big axe, he solves problems with that darned axe!! Now, maybe he's got to really work at it to do that in some situations, but the player has Inspiration and techniques (or even just plain skill use and 'page 42') to make that happen. Now and then you'll have to rely on some area where you're weak, but the idea is to fail forward, so it shouldn't actually cause an issue, it should be FUN. [/QUOTE]
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