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<blockquote data-quote="Gradine" data-source="post: 5346645" data-attributes="member: 57112"><p>I'm actually with you so far on this one. In a perfect world there'd be a system somewhere between utility power and ritual that would be a good fit for powers such as this. Of course, since they probably won't be creating a brand new spell system from scratch, and they won't for some reason remove the "10-minute rule" from the ritual system, utility powers are the only alternative. And they aren't a <em>bad fit</em>, per se. It's not like there aren't plenty of non-combat utility powers. I suppose the only other reasonable alternative is to attach such a power to a feat, but I'm not sure how well that'll go over.</p><p></p><p>Believe it or not, I actually have a great deal of faith in humanity. I believe, for instance, that most players are smart enough to know what to expect from their DMs and base their character choices appropriately. If I'm a Wizard, and my DM doesn't use minions, I'm probably focusing more on control and less on AoE spells. And in the case of a new DM, new player, or new material, I'd expect the DM to make their opinion clear on the subject. And if a player does end up taking a power with them that will see limited to no use due to the DM's preferences (such as Instant Friends), I'd imagine that power'd only be a problem until the player gets to retrain it. Hell, I'd gather a sensible DM'd let swap it out at the end of the session, not necessarily out of the goodness of their heart, but also to spare themselves the headache of potentially having to adjudicate the power (possibly several times) because the player's trying to get their money's worth out of the power before leveling up.</p><p></p><p>I'm not saying Instant Friends is a great power for every game. I'm just saying it's a great power for <em>many</em> games. Which is true.</p><p></p><p>Sometimes I just let myself get on a roll. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Gradine, post: 5346645, member: 57112"] I'm actually with you so far on this one. In a perfect world there'd be a system somewhere between utility power and ritual that would be a good fit for powers such as this. Of course, since they probably won't be creating a brand new spell system from scratch, and they won't for some reason remove the "10-minute rule" from the ritual system, utility powers are the only alternative. And they aren't a [I]bad fit[/I], per se. It's not like there aren't plenty of non-combat utility powers. I suppose the only other reasonable alternative is to attach such a power to a feat, but I'm not sure how well that'll go over. Believe it or not, I actually have a great deal of faith in humanity. I believe, for instance, that most players are smart enough to know what to expect from their DMs and base their character choices appropriately. If I'm a Wizard, and my DM doesn't use minions, I'm probably focusing more on control and less on AoE spells. And in the case of a new DM, new player, or new material, I'd expect the DM to make their opinion clear on the subject. And if a player does end up taking a power with them that will see limited to no use due to the DM's preferences (such as Instant Friends), I'd imagine that power'd only be a problem until the player gets to retrain it. Hell, I'd gather a sensible DM'd let swap it out at the end of the session, not necessarily out of the goodness of their heart, but also to spare themselves the headache of potentially having to adjudicate the power (possibly several times) because the player's trying to get their money's worth out of the power before leveling up. I'm not saying Instant Friends is a great power for every game. I'm just saying it's a great power for [I]many[/I] games. Which is true. Sometimes I just let myself get on a roll. :p [/QUOTE]
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