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<blockquote data-quote="Ahnehnois" data-source="post: 6147282" data-attributes="member: 17106"><p>One solution is metagame mechanics. Not 4e-style though; that defeats the point. Instead, a separate mechanical system that is the same for everyone. Something in the direction of action points, but farther in that direction, perhaps. A common concept in other rpgs, and something that is modular and easily ignored if you don't like it. Personally, I like the Cortex system games and their plot points. When the DM screws your character (or when you just advace normally), he gives you points. When you want something good to happen, you spend points. Still pretty simple, and works outside of character abilities so there's no plausibility question.</p><p></p><p>PF's mythic rules might give us some ideas. I don't think the final is released yet.</p><p></p><p>Another solution is more in-depth health rules. If there are more ways to be hurt and being hurt is more meaningful, there is more design space to differentiate the martial classes from the others based on toughness. And, certainly, resilience is something that people expect of warriors, wussiness is something people expect from wizards, and having the wizard be easily injured takes away his influence when he is.</p><p></p><p>And of course, one venue that definitely needs to be looked at is costs and drawbacks for magic. Trying to make nonmagical abilities able to do things just as good as magical abilities is not the way to go. But there's no reason that magic has to be reliable and limitless.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6147282, member: 17106"] One solution is metagame mechanics. Not 4e-style though; that defeats the point. Instead, a separate mechanical system that is the same for everyone. Something in the direction of action points, but farther in that direction, perhaps. A common concept in other rpgs, and something that is modular and easily ignored if you don't like it. Personally, I like the Cortex system games and their plot points. When the DM screws your character (or when you just advace normally), he gives you points. When you want something good to happen, you spend points. Still pretty simple, and works outside of character abilities so there's no plausibility question. PF's mythic rules might give us some ideas. I don't think the final is released yet. Another solution is more in-depth health rules. If there are more ways to be hurt and being hurt is more meaningful, there is more design space to differentiate the martial classes from the others based on toughness. And, certainly, resilience is something that people expect of warriors, wussiness is something people expect from wizards, and having the wizard be easily injured takes away his influence when he is. And of course, one venue that definitely needs to be looked at is costs and drawbacks for magic. Trying to make nonmagical abilities able to do things just as good as magical abilities is not the way to go. But there's no reason that magic has to be reliable and limitless. [/QUOTE]
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