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Jetison the power system and use page 42 only
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<blockquote data-quote="Sadrik" data-source="post: 5038847" data-attributes="member: 14506"><p>Excellent comments!</p><p></p><p>Use your prime stat for the attack roll and add it to the damage.</p><p></p><p></p><p>Basic attacks, it sucks but you are tapped, fatigued just enough or simply cannot do anymore powers until you get a breather.</p><p></p><p></p><p>Agreed, when the maneuvers get designed I think that they would have to use different PP costs or different damage expressions (perhaps high for melee vs AC) Medium for melee vs another Defense and low for an area attack or some sort).</p><p> </p><p></p><p>Well I am a little unclear as well, this is just an idea and not a thing written in stone or anything. Looking at the goal of limiting diversity though I think it would make sense that certain classes got access to certain of the 20 maneuvers and then, for instance the rogue might have access to "Melee vs Reflexes" attack and it is really up to the player to decide how that attack operates thematically (stealthy, quicker, precise or whatever). A wizard might have access to the "Burst vs Fortitude" attack and he might define it as any number of things form lightning to glass shards or whatever.</p><p> </p><p></p><p>Honestly I don't know. I like both approaches. Some sort of hybrid approach would be nice. If the players could add some special effects to the powers on the fly but the base power was the same would be nice but it may be too powerful. It would probably make the most sense to have the player write out the power's special effect with the power. In fact the player may take the same power multiple times with different special effects. Similar to champions, Energy Blast power can represent a lightning attack, laser beams, a thrown returning hammer, on and on. Again the idea here is to remove complexity without removing the feel.</p><p></p><p></p><p>Well perhaps something like this is not you and your group. This allows some subjectivity and creativity to enter the arena and I know that is not for every group. There are a myriad of games that go this approach with ALL of their powers and not just the attack ones. So on face value the attacks alone should be pretty easy to accommodate. There simply are not that many permutations.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5038847, member: 14506"] Excellent comments! Use your prime stat for the attack roll and add it to the damage. Basic attacks, it sucks but you are tapped, fatigued just enough or simply cannot do anymore powers until you get a breather. Agreed, when the maneuvers get designed I think that they would have to use different PP costs or different damage expressions (perhaps high for melee vs AC) Medium for melee vs another Defense and low for an area attack or some sort). Well I am a little unclear as well, this is just an idea and not a thing written in stone or anything. Looking at the goal of limiting diversity though I think it would make sense that certain classes got access to certain of the 20 maneuvers and then, for instance the rogue might have access to "Melee vs Reflexes" attack and it is really up to the player to decide how that attack operates thematically (stealthy, quicker, precise or whatever). A wizard might have access to the "Burst vs Fortitude" attack and he might define it as any number of things form lightning to glass shards or whatever. Honestly I don't know. I like both approaches. Some sort of hybrid approach would be nice. If the players could add some special effects to the powers on the fly but the base power was the same would be nice but it may be too powerful. It would probably make the most sense to have the player write out the power's special effect with the power. In fact the player may take the same power multiple times with different special effects. Similar to champions, Energy Blast power can represent a lightning attack, laser beams, a thrown returning hammer, on and on. Again the idea here is to remove complexity without removing the feel. Well perhaps something like this is not you and your group. This allows some subjectivity and creativity to enter the arena and I know that is not for every group. There are a myriad of games that go this approach with ALL of their powers and not just the attack ones. So on face value the attacks alone should be pretty easy to accommodate. There simply are not that many permutations. [/QUOTE]
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