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Jetison the power system and use page 42 only
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<blockquote data-quote="Sadrik" data-source="post: 5037197" data-attributes="member: 14506"><p>***Updated System Post #31***</p><p>Does anyone have ideas on removing the powers system? </p><p></p><p>I have an idea:</p><p>Use page 42 to describe all attack rules.</p><p>Characters select attack powers as normal but the names and flavor text are used just as class flavor. Utility powers work as normal.</p><p>Characters have a pool of PP equal to 1 PP per level and add their prime stat as a bonus.</p><p>Characters recover "spent" PP after a short rest.</p><p>Characters recover "burnt" PP after an extended rest.</p><p></p><p>Attacking:</p><p>Damage expressions are always low damage, the DM can award medium and high for good ideas.</p><p>Normal damage expressions</p><p>1 PP "spent"</p><p>Limited damage expressions</p><p>2 PP "burnt"</p><p></p><p>Attack power special effects, conditions, weapons and other stuff. This is very fluid, if the player wants to push a creature then the DM says spend the PP and make an opposed athletics roll. Basically, the player decides the action spends the appropriate amount of PP and the DM describes the skill check or attack check necessary to accomplish the action. This works well for less "mystical" attacks. </p><p>More mystical prayers and spells often cause area attacks. As a base, blast is 2, burst is 1, wall is 1 by 1 and line is 3. Characters can increase the base dependent on their level. They get area +1 at 5th level and add +1 at every 5 levels there after.</p><p>Conditions can be added to the effect depending on how the player describes the effect. </p><p></p><p>Anyway, this idea is incomplete I would like to sacrifice some of the variability and complexity in attacks for streamlined attacks that are easy. This idea is incomplete and not for everyone so I am not looking for nay-sayers comments. But feel free to add your insight in getting the system better and more rounded. Below are some further ideas on getting other parts of the game to fit in.</p><p></p><p>Utility:</p><p>Utility powers are selected as normal and used as normal but have a PP cost. Their cost is 3PP. If it is a daily utility the PP are "burnt" and "spent" if it is an at-will or encounter. At-will utility powers cost 1 PP.</p><p></p><p>Rituals:</p><p>I realize that rituals were specifically "siloed" off of the power system so that you did not have to compromise your in-combat utility/attack but it might be interesting to include them in there too. Perhaps rituals can be used two different ways, by "burning" PP equal to the level of the ritual or done the normal way (spend money). Time would still be a constant.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5037197, member: 14506"] ***Updated System Post #31*** Does anyone have ideas on removing the powers system? I have an idea: Use page 42 to describe all attack rules. Characters select attack powers as normal but the names and flavor text are used just as class flavor. Utility powers work as normal. Characters have a pool of PP equal to 1 PP per level and add their prime stat as a bonus. Characters recover "spent" PP after a short rest. Characters recover "burnt" PP after an extended rest. Attacking: Damage expressions are always low damage, the DM can award medium and high for good ideas. Normal damage expressions 1 PP "spent" Limited damage expressions 2 PP "burnt" Attack power special effects, conditions, weapons and other stuff. This is very fluid, if the player wants to push a creature then the DM says spend the PP and make an opposed athletics roll. Basically, the player decides the action spends the appropriate amount of PP and the DM describes the skill check or attack check necessary to accomplish the action. This works well for less "mystical" attacks. More mystical prayers and spells often cause area attacks. As a base, blast is 2, burst is 1, wall is 1 by 1 and line is 3. Characters can increase the base dependent on their level. They get area +1 at 5th level and add +1 at every 5 levels there after. Conditions can be added to the effect depending on how the player describes the effect. Anyway, this idea is incomplete I would like to sacrifice some of the variability and complexity in attacks for streamlined attacks that are easy. This idea is incomplete and not for everyone so I am not looking for nay-sayers comments. But feel free to add your insight in getting the system better and more rounded. Below are some further ideas on getting other parts of the game to fit in. Utility: Utility powers are selected as normal and used as normal but have a PP cost. Their cost is 3PP. If it is a daily utility the PP are "burnt" and "spent" if it is an at-will or encounter. At-will utility powers cost 1 PP. Rituals: I realize that rituals were specifically "siloed" off of the power system so that you did not have to compromise your in-combat utility/attack but it might be interesting to include them in there too. Perhaps rituals can be used two different ways, by "burning" PP equal to the level of the ritual or done the normal way (spend money). Time would still be a constant. [/QUOTE]
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