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How would you prefer D&D class abilities to be handled?
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<blockquote data-quote="I'm A Banana" data-source="post: 4560715" data-attributes="member: 2067"><p>Heh heh. That's fine. My solution is in response to the problems I discovered with the 4e system, and the problems with that system are grounded in the fact that there are just too many friggin' powers. There's a REASON I don't like playing Wizards in any edition. <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><p></p><p></p><p></p><p>I'll agree that it's difficult, but I don't think it's impossible, as long as you keep it quick and dirty. Like, the prone status in 4e isn't that big of a deal (spend a move action, everything is better!). That would work to this system's advantage: each effect might be able to snowball, but even a potent effect would only last for a round or two before something (a save, a shift, a minor, move, or standard action) stopped it.</p><p></p><p>For instance, I'm a big fan of "special effects on a crit." Or "special effects at a cost." So, say, the rogue's Sneak Attack only knocks you prone on a critical hit, or they can take a penalty to damage in order to give you a temporary "prone" effect. You could also have a "decreasing returns" system where after a creature negates their condition, they gain a bonus against it the next time around (an anti-spamming mechanism). </p><p></p><p>That's the kind of thing you can pay attention to when designing the specific powers, though. It's not a systemic problem per se. </p><p></p><p></p><p></p><p>The thing with this is that it's pretty dependent on the DM -- a DM who uses a lot of minions is going to almost require a controller. A DM who uses a lot of solos is almost going to require a striker. A DM who uses a lot of brutes will pretty much require a defender. </p><p></p><p>If you have a character that's capable of all of these at once, there's less pressure on the DM to balance the encounter for their party (and more freedom with what kinds of parties you can have).</p><p></p><p></p><p></p><p>True, it's risky. <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=";)" /> I'm thinking along the lines of uses for the four powers, though. Like, you could choose to turn Sneak Attack into a daily ability called Death Attack that deals horrible amounts of damage, but then you couldn't use Sneak Attack for the rest of the day (you'd have to rely on your basic attacks). </p><p></p><p>Less a new power, more a new use for an old power. </p><p></p><p>And if people want more variety, well, in my vision, that's what feats are for. <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="I'm A Banana, post: 4560715, member: 2067"] Heh heh. That's fine. My solution is in response to the problems I discovered with the 4e system, and the problems with that system are grounded in the fact that there are just too many friggin' powers. There's a REASON I don't like playing Wizards in any edition. ;) I'll agree that it's difficult, but I don't think it's impossible, as long as you keep it quick and dirty. Like, the prone status in 4e isn't that big of a deal (spend a move action, everything is better!). That would work to this system's advantage: each effect might be able to snowball, but even a potent effect would only last for a round or two before something (a save, a shift, a minor, move, or standard action) stopped it. For instance, I'm a big fan of "special effects on a crit." Or "special effects at a cost." So, say, the rogue's Sneak Attack only knocks you prone on a critical hit, or they can take a penalty to damage in order to give you a temporary "prone" effect. You could also have a "decreasing returns" system where after a creature negates their condition, they gain a bonus against it the next time around (an anti-spamming mechanism). That's the kind of thing you can pay attention to when designing the specific powers, though. It's not a systemic problem per se. The thing with this is that it's pretty dependent on the DM -- a DM who uses a lot of minions is going to almost require a controller. A DM who uses a lot of solos is almost going to require a striker. A DM who uses a lot of brutes will pretty much require a defender. If you have a character that's capable of all of these at once, there's less pressure on the DM to balance the encounter for their party (and more freedom with what kinds of parties you can have). True, it's risky. ;) I'm thinking along the lines of uses for the four powers, though. Like, you could choose to turn Sneak Attack into a daily ability called Death Attack that deals horrible amounts of damage, but then you couldn't use Sneak Attack for the rest of the day (you'd have to rely on your basic attacks). Less a new power, more a new use for an old power. And if people want more variety, well, in my vision, that's what feats are for. ;) [/QUOTE]
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