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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Homebrew RPG (4e based): Heroes of Legend
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<blockquote data-quote="caml37" data-source="post: 4560283" data-attributes="member: 76272"><p>Pros</p><p>- I like the no AC part. I think that the SWSE use of reflex as AC is wonderful.</p><p>- Cover/Concealment changes are good.</p><p>- RAM to hit/damage is good.</p><p>- I love supers. I don't truly think that the encounter/daily part of 4e lends itself well to a genre where the daily power of a character is the characters whole idea, but, so be it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p> </p><p>Cons</p><p>- Initiative bonuses for order takes some of the fun out of it.</p><p>- Energy resistance is underpowered. Energy Aura might be underpowered, too, IMO.</p><p>- Various powers ranges are too short. The superheroes in the world that max most of these at every single turn would only have about 200 ft range... powers included: ESP, Sense Ability, Telepathy, Teleport, etc.</p><p>What I find sort of funny is that Bonded weapon is level in miles <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>- Regeneration should also get an additional healing surge, IMO.</p><p> </p><p>Mixed</p><p>- I think that no opportunity attacks will make the game go faster, though it does suspend reality a bit at times and make casters much faster... What about making certain things that SHOULD provoke an opportunity to attack have that in their descriptions specifically?</p><p>- Second Wind as a move is alright. I think the bonus to defenses as a move is a bit overpowered, and a few people already have the ability to do it faster. i'm torn on this one.</p><p>- A Flat XP advancement is a bit weird for most people. It shoudl generally take longer to hit higher power levels as the gaps between then in power get bigger... </p><p>- Action points refreshing at every encounter is good. Getting another action point at every level is unbalanced if both are used. That means that a level 10 person (who only needs the 10 XP to get to level 11) can use 10 action points per encounter, of which there might be many, and it only gets more out of hand as the levels go on... What about every other level? Or what about a power that lets you get additional action points?</p><p> </p><p>Good job on the writeup. I look forward to seeing any additions/changes that you make.</p></blockquote><p></p>
[QUOTE="caml37, post: 4560283, member: 76272"] Pros - I like the no AC part. I think that the SWSE use of reflex as AC is wonderful. - Cover/Concealment changes are good. - RAM to hit/damage is good. - I love supers. I don't truly think that the encounter/daily part of 4e lends itself well to a genre where the daily power of a character is the characters whole idea, but, so be it :) Cons - Initiative bonuses for order takes some of the fun out of it. - Energy resistance is underpowered. Energy Aura might be underpowered, too, IMO. - Various powers ranges are too short. The superheroes in the world that max most of these at every single turn would only have about 200 ft range... powers included: ESP, Sense Ability, Telepathy, Teleport, etc. What I find sort of funny is that Bonded weapon is level in miles :) - Regeneration should also get an additional healing surge, IMO. Mixed - I think that no opportunity attacks will make the game go faster, though it does suspend reality a bit at times and make casters much faster... What about making certain things that SHOULD provoke an opportunity to attack have that in their descriptions specifically? - Second Wind as a move is alright. I think the bonus to defenses as a move is a bit overpowered, and a few people already have the ability to do it faster. i'm torn on this one. - A Flat XP advancement is a bit weird for most people. It shoudl generally take longer to hit higher power levels as the gaps between then in power get bigger... - Action points refreshing at every encounter is good. Getting another action point at every level is unbalanced if both are used. That means that a level 10 person (who only needs the 10 XP to get to level 11) can use 10 action points per encounter, of which there might be many, and it only gets more out of hand as the levels go on... What about every other level? Or what about a power that lets you get additional action points? Good job on the writeup. I look forward to seeing any additions/changes that you make. [/QUOTE]
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