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<blockquote data-quote="AbdulAlhazred" data-source="post: 8447884" data-attributes="member: 82106"><p>Right, so I think in HoML that is just some sort of Boon. Anyone might technically acquire it, but if you are not very strong and don't possess the 'Athletics' knack, then when you utilize it the results will be interesting perhaps, but not spectacular. OTOH Mongo the Mighty with +4 STR, and Athletics proficiency for another +5 could take that boon and be bouncing off the walls with it. That's one reason to have the idea of complete success, if you have high bonuses you will get that a lot. And if you then burn a power point and get enhanced success, something pretty amazing happens. Note you need attunement with a power source (probably martial in this case) to invoke that 'kicker'. </p><p></p><p>Anyway, I THINK the end result is pretty straightforward. Ability scores provide a basis, but not exclusively, for what you can do, and then knacks indicate the specific preferred types of solutions (IE Athletic activity), and a Boon that accesses a Feat (Mighty Leap) gives you a reason to expend a PP to get the kicker it provides. Likewise you might acquire practices/rituals that let you recast problems in terms of Athletics (IE the 'Iron Body' practice lets you meditate for a while and then break through stone walls and heavy doors/gates by making your body as tough as steel for 5 minutes). A wizard would use Knock, Mongo the Mighty uses Iron Body.</p><p></p><p>It SEEMS like a comprehensive system, but I want to understand how it feels in play. Maybe it isn't as easy to use as my imagination makes it. I like one thing about 5e, it is pretty obvious about what is what and why you want to take some character option, and once you take that option, the results are delivered and need not be revisited. That was a down side of 4e IMHO, you were always needing to 'garden' your character to keep up on his core stuff.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8447884, member: 82106"] Right, so I think in HoML that is just some sort of Boon. Anyone might technically acquire it, but if you are not very strong and don't possess the 'Athletics' knack, then when you utilize it the results will be interesting perhaps, but not spectacular. OTOH Mongo the Mighty with +4 STR, and Athletics proficiency for another +5 could take that boon and be bouncing off the walls with it. That's one reason to have the idea of complete success, if you have high bonuses you will get that a lot. And if you then burn a power point and get enhanced success, something pretty amazing happens. Note you need attunement with a power source (probably martial in this case) to invoke that 'kicker'. Anyway, I THINK the end result is pretty straightforward. Ability scores provide a basis, but not exclusively, for what you can do, and then knacks indicate the specific preferred types of solutions (IE Athletic activity), and a Boon that accesses a Feat (Mighty Leap) gives you a reason to expend a PP to get the kicker it provides. Likewise you might acquire practices/rituals that let you recast problems in terms of Athletics (IE the 'Iron Body' practice lets you meditate for a while and then break through stone walls and heavy doors/gates by making your body as tough as steel for 5 minutes). A wizard would use Knock, Mongo the Mighty uses Iron Body. It SEEMS like a comprehensive system, but I want to understand how it feels in play. Maybe it isn't as easy to use as my imagination makes it. I like one thing about 5e, it is pretty obvious about what is what and why you want to take some character option, and once you take that option, the results are delivered and need not be revisited. That was a down side of 4e IMHO, you were always needing to 'garden' your character to keep up on his core stuff. [/QUOTE]
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