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General Tabletop Discussion
*Pathfinder & Starfinder
I want balanced and upgradable powers
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<blockquote data-quote="mkill" data-source="post: 5832185" data-attributes="member: 55985"><p>I like the simplicity of the powers system. You don't have to spend a lot of time thinking about what your character can do. You don't need to negotiate with the DM whether it's possible to crest your blade in ice and smack that orc. You just go Frost Backlash *bamf* Next.</p><p></p><p>That is, there is a disadvantage to that simplicity. One, it can get repetitive. The first time you Swordburst a bunch of mooks it's amazing, the 10th time it's just what you do.</p><p></p><p>Second, the system doesn't support on-the-fly maneuvers very well. The DM can, of course, allow any kind of crazyness you can come up with, but there is no basic framework to come up with effects and maneuvers on the fly, even for fairly basic things like a disarm, or just throwing a raw magic discharge.</p><p></p><p>If 5E wants to be everything to everybody, it has to find a good compromise between 3E "maneuvers defined by the combat system", 4E "everything is in your power cards" and Ars Magica or Mage "framework for spontaneous magic".</p><p></p><p>I'd like to see:</p><p>* basic maneuvers as "powers" usable by everyone: charge, disarm, grapple, trip, throw, distract, push, pull</p><p>* defined maneuvers / spells / powers (like 4E, with simple extra damage at higher level) </p><p>* a rough framework for DMs / players to design their own powers</p><p></p><p>At the basic level, the power design framework is a kind of "make your own power card". For example, it would allow the Wizard to design a new fireball version that deals cold damage and freezes instead. This would then be a new power to learn, at an appropriate level.</p><p></p><p>For groups who are comfortable with the rules system and want more flexibility, this system also supports spontaneous generation of maneuvers. For example, a fighter who wants to charge across the room, jump over the altar and push the evil cultist into the demon pit with a mighty swing of his hammer can do so. He "pays" the equivalent of an encounter power.</p><p></p><p>This kind of system has to be optional, because it tends to overwhelm newcomers and casual players. Don't forget that many D&Ders are perfectly happy with having all their abilities fixed on power cards and ready to go. They are just not typically the type of player who hangs out at RPG boards to discuss the game at length.</p></blockquote><p></p>
[QUOTE="mkill, post: 5832185, member: 55985"] I like the simplicity of the powers system. You don't have to spend a lot of time thinking about what your character can do. You don't need to negotiate with the DM whether it's possible to crest your blade in ice and smack that orc. You just go Frost Backlash *bamf* Next. That is, there is a disadvantage to that simplicity. One, it can get repetitive. The first time you Swordburst a bunch of mooks it's amazing, the 10th time it's just what you do. Second, the system doesn't support on-the-fly maneuvers very well. The DM can, of course, allow any kind of crazyness you can come up with, but there is no basic framework to come up with effects and maneuvers on the fly, even for fairly basic things like a disarm, or just throwing a raw magic discharge. If 5E wants to be everything to everybody, it has to find a good compromise between 3E "maneuvers defined by the combat system", 4E "everything is in your power cards" and Ars Magica or Mage "framework for spontaneous magic". I'd like to see: * basic maneuvers as "powers" usable by everyone: charge, disarm, grapple, trip, throw, distract, push, pull * defined maneuvers / spells / powers (like 4E, with simple extra damage at higher level) * a rough framework for DMs / players to design their own powers At the basic level, the power design framework is a kind of "make your own power card". For example, it would allow the Wizard to design a new fireball version that deals cold damage and freezes instead. This would then be a new power to learn, at an appropriate level. For groups who are comfortable with the rules system and want more flexibility, this system also supports spontaneous generation of maneuvers. For example, a fighter who wants to charge across the room, jump over the altar and push the evil cultist into the demon pit with a mighty swing of his hammer can do so. He "pays" the equivalent of an encounter power. This kind of system has to be optional, because it tends to overwhelm newcomers and casual players. Don't forget that many D&Ders are perfectly happy with having all their abilities fixed on power cards and ready to go. They are just not typically the type of player who hangs out at RPG boards to discuss the game at length. [/QUOTE]
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