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How would you prefer D&D class abilities to be handled?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4560702" data-attributes="member: 710"><p>There are always drawbacks and limitations (it's not like 4E model is free of that!)</p><p></p><p>Iron Heroes had one approach with its Token mechanic. Basically, you take actions to gain tokens, and if you have enough tokens, you can spend them to fuel a special ability. It's drawback might be that it's basically an "encounter" based ability and so you lose long-term resource management considerations. But maybe one could add something for that, too. </p><p>And of course, a token mechanic is still easily "gameable". You can probably calculate the damage you inflict (or avoid or heal) for the various options (using low token cost powers or using high token cost powers) and figure out the "best" tactic for token gains. This could be made to a feature in differentiating classes. Wizards might get stronger high token powers then Fighters, for example, meaning they spend a lot of time gathering their Mana while the Fighter are constantly dodging, parrying and striking at their enemy. Rogues might have a "medium" token cost as top power. </p><p>There is a lot of design space yet unexplored, I guess.</p><p></p><p>One could also use some of the ideas of the token system and create a "set-up"/"follow-up" system. Stronger powers have prerequisites you have to fulfill in previous rounds (you could create something simple like 3-power sets with increasing effectiveness, or build complex trees, with either the easiest power at the bottom giving you a lot of options where to go, or the strongest power at the bottom giving you a lot of options to get there). This creates a lot of tactical options. The biggest problem might be the need to "forecast" what will happen to ensure you can use your follow-up options. And of course, does the DM have to do the same for monsters? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p><p></p><p>A further option might be something Herreman the Wise has suggested - using hit points (or at least a subset of them) to gain mechanical benefits in combat. </p><p></p><p></p><p>Creating tactical variety can be taken care of with all of the above, the next question is: What's your strategic resource? </p><p>- Just Hit Points (or Healing Surges)? </p><p>- Action Points? </p><p>- Daily Powers (spells?) again? </p><p>- Magical Items (Consumable, Daily Item Uses?)</p><p>- Something unknown?</p><p>- Who cares about operation play? Go away! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4560702, member: 710"] There are always drawbacks and limitations (it's not like 4E model is free of that!) Iron Heroes had one approach with its Token mechanic. Basically, you take actions to gain tokens, and if you have enough tokens, you can spend them to fuel a special ability. It's drawback might be that it's basically an "encounter" based ability and so you lose long-term resource management considerations. But maybe one could add something for that, too. And of course, a token mechanic is still easily "gameable". You can probably calculate the damage you inflict (or avoid or heal) for the various options (using low token cost powers or using high token cost powers) and figure out the "best" tactic for token gains. This could be made to a feature in differentiating classes. Wizards might get stronger high token powers then Fighters, for example, meaning they spend a lot of time gathering their Mana while the Fighter are constantly dodging, parrying and striking at their enemy. Rogues might have a "medium" token cost as top power. There is a lot of design space yet unexplored, I guess. One could also use some of the ideas of the token system and create a "set-up"/"follow-up" system. Stronger powers have prerequisites you have to fulfill in previous rounds (you could create something simple like 3-power sets with increasing effectiveness, or build complex trees, with either the easiest power at the bottom giving you a lot of options where to go, or the strongest power at the bottom giving you a lot of options to get there). This creates a lot of tactical options. The biggest problem might be the need to "forecast" what will happen to ensure you can use your follow-up options. And of course, does the DM have to do the same for monsters? :eek: A further option might be something Herreman the Wise has suggested - using hit points (or at least a subset of them) to gain mechanical benefits in combat. Creating tactical variety can be taken care of with all of the above, the next question is: What's your strategic resource? - Just Hit Points (or Healing Surges)? - Action Points? - Daily Powers (spells?) again? - Magical Items (Consumable, Daily Item Uses?) - Something unknown? - Who cares about operation play? Go away! ;) [/QUOTE]
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