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<blockquote data-quote="AbdulAlhazred" data-source="post: 8431196" data-attributes="member: 82106"><p>Update. I added the Berserker, the list of gods from Erithnoi so we have something for priests to do, fixed some priest stuff, and added a few potions. I figured you can always reuse the potion effects as rituals or practices, which is really basically what they are. </p><p></p><p>Organizational question. Since boons really are MUCH less, hardly at all, related to specific classes at this point, how to organize things???</p><p></p><p>This brought me to another observation, which is that it is actually pretty hard to make up 'powers', what I am calling feats now, because they really are NOT very niche! Let me explain: Basic Attack for instance can be enhanced by spending a power point, at least if you are martial. So, MANY other "do something nasty" COULD be formulated as basically "If you get an enhanced success, then add <nasty rider>" which is kind of a nice formulation in terms of being like 4e encounter powers (IE you won't use it all the time, but you can use it pretty often if you need to). It also makes spending that power point a bit more interesting. </p><p></p><p>But really, a lot of the old "make an attack with this special sauce" kinds of 4e powers are not so astoundingly good or easy to bring up in HoML. It isn't worth a power point just to do a bit of extra damage and trip someone, for example. Beyond that I really want to eschew all the endless "this is basically daze, but we were bored so instead we wrote it a tiny bit different." I just got tired of that, and it made a lot of things to track, but CLEARLY the reason the designers did it is, there's just not that many powers you can make that impose the dazed condition (or whatever condition). Basically 4e has 52 variations of "its an encounter power, it does 2D damage, and it has this slightly different, for no reason we can fathom except variety, effect." </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8431196, member: 82106"] Update. I added the Berserker, the list of gods from Erithnoi so we have something for priests to do, fixed some priest stuff, and added a few potions. I figured you can always reuse the potion effects as rituals or practices, which is really basically what they are. Organizational question. Since boons really are MUCH less, hardly at all, related to specific classes at this point, how to organize things??? This brought me to another observation, which is that it is actually pretty hard to make up 'powers', what I am calling feats now, because they really are NOT very niche! Let me explain: Basic Attack for instance can be enhanced by spending a power point, at least if you are martial. So, MANY other "do something nasty" COULD be formulated as basically "If you get an enhanced success, then add <nasty rider>" which is kind of a nice formulation in terms of being like 4e encounter powers (IE you won't use it all the time, but you can use it pretty often if you need to). It also makes spending that power point a bit more interesting. But really, a lot of the old "make an attack with this special sauce" kinds of 4e powers are not so astoundingly good or easy to bring up in HoML. It isn't worth a power point just to do a bit of extra damage and trip someone, for example. Beyond that I really want to eschew all the endless "this is basically daze, but we were bored so instead we wrote it a tiny bit different." I just got tired of that, and it made a lot of things to track, but CLEARLY the reason the designers did it is, there's just not that many powers you can make that impose the dazed condition (or whatever condition). Basically 4e has 52 variations of "its an encounter power, it does 2D damage, and it has this slightly different, for no reason we can fathom except variety, effect." 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. [/QUOTE]
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