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Jetison the power system and use page 42 only
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<blockquote data-quote="Sadrik" data-source="post: 5047364" data-attributes="member: 14506"><p>The problem is that they are just too fiddly and bog down play (imho). If I give players the ability to make up their own attacks based on their character class and remove all of the attack power levels:</p><p></p><p>1at-will</p><p>1enc</p><p>1day</p><p>3enc</p><p>5day</p><p>7enc</p><p>9day</p><p>13enc</p><p>15day</p><p>17enc</p><p>19day</p><p>23enc</p><p>25day</p><p>27enc</p><p>29day</p><p></p><p>That is 15 distinct levels of attack powers. Comparing briefly to prior editions and this makes sense, 10 spell levels now 15 spell levels 20 level to 30 levels. However, it gets a bit messy and hairs are being split, some powers that are lower level are clearly superior to some powers that are higher level. What I want to do is take those 15 power levels and do away with them. Make 10 base powers that level up with the character so are scaled the way page 42 is.</p><p></p><p>Having all of the attack power minutia does not enhance the story of the game. It detracts, imho. Removing the attack powers and putting in a versatile and useful set of powers that the players can use as creative conduits really would enhance play. Below is my first draft of such a system.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5047364, member: 14506"] The problem is that they are just too fiddly and bog down play (imho). If I give players the ability to make up their own attacks based on their character class and remove all of the attack power levels: 1at-will 1enc 1day 3enc 5day 7enc 9day 13enc 15day 17enc 19day 23enc 25day 27enc 29day That is 15 distinct levels of attack powers. Comparing briefly to prior editions and this makes sense, 10 spell levels now 15 spell levels 20 level to 30 levels. However, it gets a bit messy and hairs are being split, some powers that are lower level are clearly superior to some powers that are higher level. What I want to do is take those 15 power levels and do away with them. Make 10 base powers that level up with the character so are scaled the way page 42 is. Having all of the attack power minutia does not enhance the story of the game. It detracts, imho. Removing the attack powers and putting in a versatile and useful set of powers that the players can use as creative conduits really would enhance play. Below is my first draft of such a system. [/QUOTE]
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Jetison the power system and use page 42 only
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