AbdulAlhazred
Legend
OK, to make things much easier, HoML most updated version which I will endeavor to continue to update whenever needed. And, yeah, I will create an editor for it too, it is just half-finished. 

I am sure you are aware game mechanics are just there to represent REAL tactics and sometimes may be entirely outside the players knowledge and outside things the system measures (for instance the system may not be measuring facing or many subtleties of time but your character knows to look for that moment when all their enemies are focused in a way they can safely scoot past without taking opportunity attacks. 4e allowed the player to decide when his rogue discovered that opportune moment.I know you may say that all these variations give you different 'tactical opportunities', perhaps... But I'm not that thrilled by that sort of "game mechanic tactics." I'm a wargamer, I like REAL tactics, like you hit them from both sides, get surprise, attack from a covered position, charge in and break them at the right moment, etc. THOSE are what I aim at when I talk about tactics, much more so than "well, if I use this feat to turn that power into ice, then your push works better." I mean some of those are not bad, but some are just 'bit twiddling' the game.
Sure, but I'm not convinced there needed to be 6 ways to represent it mechanically that are intended to model basically the same thing, vs 1!I am sure you are aware game mechanics are just there to represent REAL tactics and sometimes may be entirely outside the players knowledge and outside things the system measures (for instance the system may not be measuring facing or many subtleties of time but your character knows to look for that moment when all their enemies are focused in a way they can safely scoot past without taking opportunity attacks. 4e allowed the player to decide when his rogue discovered that opportune moment.
Thats is a difference of detailSure, but I'm not convinced there needed to be 6 ways to represent it mechanically that are intended to model basically the same thing, vs 1!
it is a bit artificial but it creates a rythm to the action, I see D's aka climactic powers with something like a 4 encounter refresh you want to have a sense of rarity. Encounter powers have lower tracking requirements you only remember did I do this yet this fight. (though I like tricks which can only be done once against a given enemy (or group of enemies) or within a given scene, or a 1 minute purification rituals which are required to recover from a previously done power). I like detailing the why of Encounter powers with resting being the least interesting tbh.Also, I think AEDU in a strict sense is simply a complication.
I love active defenses in that they keep players engaged.You get one Major Boon per level, and each one can bring in one (or technically multiple) feats. So, given that most (maybe not all) are these sorts of 'rider', things that you can use as kickers when you do something, then we have basically almost an AEDU like feat structure. Even if you constantly end up with boons that give out strong attack riders, you only get 8 power points to use to trigger them, basically (recharge mechanics can exist, I was suggesting one power point recovered per rest). Assuming that circumstances in the narrative are responsible for a decent amount of your boons, vs "I picked this specifically as a build plan" I think that works well. Wish lists and whatnot can still be a thing, and if the GM formulates a decently responsive game where "I want to make a magic sword" translates to "you have to find the lost dwarf tribe that has the magic forge" and the sword is the cherry on top, then it works great for everyone.
I think the whole idea has legs. I am still just baking the idea of defenses. The idea is instead of having REF, FORT, and WILL for PCs the players just get to 'name a defense' and try to use it. If your defense is "I cut the arrow out of the air." then clearly you have an attack roll of some sort, but is it just "chop with your sword?" maybe some things are easier than others! I mean, any random guy won't cut an arrow of the air, but the guy with 'Arrow Cutting' certainly can. But what is it? A feat? OK, but it sounds pretty niche, so why would you have it? I mean, maybe it isn't all that niche.
One nifty thing about the 'active defense' model is that you are no longer tied to being a passive defender of yourself. Technically your defense can be in anyone's hands. Another character can leap in and cut the arrow, or jam his shield in the path of the blow, or trigger some magical defense for you. I just have to work out the mechanics of how a feat translates into a defense. I guess one option is simply some boons that give out basic foundational defenses, or some generic ones similar to BA, like 'Dodge' which you can attach riders to, though I'm not sure what rider you need for defending... I guess at least in terms of melee weapon combat its not so hard to come up with some 'riposte' type defense riders. Well, this model would work well for a 'magical duel' too!![]()
Yeah, I just prefer to put the detail where it gets the most work done. I'd consider a few additional standard conditions if they would add materially to things. Also not really averse to a wide variety of 'instantaneous consequences', that is things that get resolved immediately and don't have to be tracked. So, for instance I've designed a fighter (knight) feat that would smack an enemy with disadvantage while he's making an attack. That seems pretty solid, it is easy to explain, doesn't require tracking beyond the resolution of the current action, etc. Beyond that, slowed, dazed, stunned, engaged (marked), and maybe a couple others, can handle most of the 'explaining the consequences of what happened'.Thats is a difference of detail
Yeah, and I'm not actually AGAINST AEDU, per se. What I ran into with HOML1 was that you'd get these boons, and each boon had powers attached, and then you'd have to pick which ones to actually put in your slots. It just got complicated! It was hard to explain, and then there was always that issue where you got a new boon and suddenly what well-loved power did you jettison from your limited set of slots? It was not a fondly loved mechanic in that sense.it is a bit artificial but it creates a rythm to the action, I see D's aka climactic powers with something like a 4 encounter refresh you want to have a sense of rarity. Encounter powers have lower tracking requirements you only remember did I do this yet this fight. (though I like tricks which can only be done once against a given enemy (or group of enemies) or within a given scene, or a 1 minute purification rituals which are required to recover from a previously done power). I like detailing the why of Encounter powers with resting being the least interesting tbh.
Right, so that's the other side of the whole boon thing in this design, since there are not 'utility powers' per se, players might feel constrained to acquire yet another attack power. OTOH if there's only so many realistic variations of attacks that are worth getting, is it a concern? You wanted more daily attack powers in 4e simply because you only ever got to use each one once per day, but in the current design of HoML you have 8 uses of enhancement. Having 12 ways to spend it might be somewhat helpful, but it isn't really amplifying your power...I think Utility powers were a slot to keep all class design to have a foot in the door for utility.
I love active defenses in that they keep players engaged.
Well, that is one reason I have 4 bonus types, ONLY Permanent, Level, Proficiency, and Ability. They never ever stack within those, so the best bonus you can get is stacking 1 of each. Now, you can certainly 'stack' damage in the sense that a feat does N dice, and then maybe a rider feat does M dice more, etc. I wasn't really figuring on their being more than a single rider for a given action, though I actually have not formulated that into a sensible mechanic, lol.Combinatorial power creation is something to be cautious about (4e started cautious then changed), you end up having the possibility of well call it too much combining. Unexpected results. It is the reason they made categories where a feat bonus on to hit did not usually stack with another feat bonus on to hit and the like.