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<blockquote data-quote="AbdulAlhazred" data-source="post: 8432002" data-attributes="member: 82106"><p>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'.</p><p></p><p>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. </p><p></p><p>So, my thinking is, just don't do it. Worst case is a player who designs a PC that starts with 3-4 feats, and then gets a new one at each of the 19 subsequent levels. OK, they'd have 20-ish powers. Probably at least a few would become obsolete, so they're probably realistically choosing between a dozen options, at most. That's not much different from high level 4e is now where you have 2-3 at-wills, 4 encounter powers, 4 daily powers, and then probably a few more derived from feats, class features, etc. </p><p></p><p>And yes, the pacing is a BIT more slippery in the sense that you could pound out the enhanced attacks and whatnot in a single encounter. You'd then be stuck with mostly basic stuff for the rest of the day, potentially. My theory is that since power points act as surges, you will probably spend a decent fraction that way, and use the rest sparingly to best effect. OTOH people might be tempted to just burn everything and try to rest, which is somewhat less of an issue in 4e, since you always have your encounter powers for the next combat, even if you blew every daily. Still, its always a potential issue in any game, but with a more scene-based and story focused game I think it will work OK.</p><p></p><p>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...</p><p></p><p>So, utilities then become a bit more likely, IMHO, to get picked. Also 'utility' is more like 'feat that does some awesome thing outside of combat', and the idea is thats a common place to be.</p><p></p><p></p><p>Right, and unlike interrupts, they are engaged without having to feel like if they glance away from the table they gave up a good chance to do something awesome. If they get attacked, they will come and deal with it! Worst case you just say "I dodge" and roll a die, so its the same amount of table work as the GM rolling an attack vs 'reflex', but they ARE engaged, and they COULD say "Oh, I use my Parkour feat instead, and shift over here!" which is much cooler. I just have to figure out the 'economy' of defenses. I guess really potent crazy ones could cost a power point...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8432002, member: 82106"] 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'. 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. So, my thinking is, just don't do it. Worst case is a player who designs a PC that starts with 3-4 feats, and then gets a new one at each of the 19 subsequent levels. OK, they'd have 20-ish powers. Probably at least a few would become obsolete, so they're probably realistically choosing between a dozen options, at most. That's not much different from high level 4e is now where you have 2-3 at-wills, 4 encounter powers, 4 daily powers, and then probably a few more derived from feats, class features, etc. And yes, the pacing is a BIT more slippery in the sense that you could pound out the enhanced attacks and whatnot in a single encounter. You'd then be stuck with mostly basic stuff for the rest of the day, potentially. My theory is that since power points act as surges, you will probably spend a decent fraction that way, and use the rest sparingly to best effect. OTOH people might be tempted to just burn everything and try to rest, which is somewhat less of an issue in 4e, since you always have your encounter powers for the next combat, even if you blew every daily. Still, its always a potential issue in any game, but with a more scene-based and story focused game I think it will work OK. 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... So, utilities then become a bit more likely, IMHO, to get picked. Also 'utility' is more like 'feat that does some awesome thing outside of combat', and the idea is thats a common place to be. Right, and unlike interrupts, they are engaged without having to feel like if they glance away from the table they gave up a good chance to do something awesome. If they get attacked, they will come and deal with it! Worst case you just say "I dodge" and roll a die, so its the same amount of table work as the GM rolling an attack vs 'reflex', but they ARE engaged, and they COULD say "Oh, I use my Parkour feat instead, and shift over here!" which is much cooler. I just have to figure out the 'economy' of defenses. I guess really potent crazy ones could cost a power point... [/QUOTE]
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