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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Issue with maneuvers
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<blockquote data-quote="Timespike" data-source="post: 8429088" data-attributes="member: 29665"><p>Sincere piece of advice: stay away from GURPS if prerequisites bother you. In order to learn to throw fireballs in GURPS, you have to learn (no joke, this is the actual prerequisite tree!) shape fire and create fire. But before you can learn create fire, you need to know ignite fire and seek fire, and to learn shape fire, you must know ignite fire. </p><p></p><p>Now, it's noteworthy that a GURPS firemage can do a LOT more with fire than any D&D character I've ever seen; each one of those prerequisites is useful in its own right. But there's definitely a prerequisite tree to follow. </p><p></p><p>I think the spells in GURPS (they all work like that, by the way, with more complex ones building on simpler ones) are a good analogy for what's going on here. Not only does it make more logical sense that you have to run before you can fly, but your increased land speed never stops being useful. It's also worth noting that the adept is learning to use his <em>body</em> to do this crazy superhuman nonsense rather than just grabbing some magical energy and shaping it. So it's more strenuous, but it's also got knock-on benefits along the way. </p><p></p><p>(I don't really expect this to change your emotional reaction to prerequsites, but a little bit of soft world lore might make getting the proverbial pill down easier in play?)</p></blockquote><p></p>
[QUOTE="Timespike, post: 8429088, member: 29665"] Sincere piece of advice: stay away from GURPS if prerequisites bother you. In order to learn to throw fireballs in GURPS, you have to learn (no joke, this is the actual prerequisite tree!) shape fire and create fire. But before you can learn create fire, you need to know ignite fire and seek fire, and to learn shape fire, you must know ignite fire. Now, it's noteworthy that a GURPS firemage can do a LOT more with fire than any D&D character I've ever seen; each one of those prerequisites is useful in its own right. But there's definitely a prerequisite tree to follow. I think the spells in GURPS (they all work like that, by the way, with more complex ones building on simpler ones) are a good analogy for what's going on here. Not only does it make more logical sense that you have to run before you can fly, but your increased land speed never stops being useful. It's also worth noting that the adept is learning to use his [I]body[/I] to do this crazy superhuman nonsense rather than just grabbing some magical energy and shaping it. So it's more strenuous, but it's also got knock-on benefits along the way. (I don't really expect this to change your emotional reaction to prerequsites, but a little bit of soft world lore might make getting the proverbial pill down easier in play?) [/QUOTE]
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Issue with maneuvers
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