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Jetison the power system and use page 42 only
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<blockquote data-quote="Sadrik" data-source="post: 5047500" data-attributes="member: 14506"><p>Do you think this system works? </p><p>Do you think the amount of damage that any of the powers do is appropriate?</p><p>Do you think the condition power should be broken up into different powers?</p><p>I would really like to look at the PP costs, thoughts on that?</p><p></p><p>This type of overhaul of the game is taking 1,000s of powers and condensing them into just 11 powers. It can be a little jarring if you are very attached to the 15 levels of attack powers as written. I understand this is simply an option that some may find interesting and use.</p><p></p><p></p><p></p><p></p><p></p><p>This is a finite list of only 11 powers but you can make an infinite number of variations from this simple list of attack powers. I would encourage player creativity in defining their attack powers. </p><p></p><p>Exploits can be defined on the fly, so that a fighter or rogue can simply gain bonus damage and define their specific exploit at the time they do it. </p><p></p><p>Spells and Prayers these are more specific and the player will need to define their power when created. So that a fireball is a fireball and not a coldball or whatever and the damage is ongoing or not and which defense it attacks. It would be nice to develop some spell and prayer creation guidelines in this area (fire is Ref and ongoing usually, cold is Fort and ongoing usually etc.).</p><p></p><p>Add the following powers to the basic actions list and you have a game that is very verbose and adaptable and not nearly as tactically stunning in both senses of the word stun. </p><p></p><p>Perhaps add back in some more basic maneuvers (disarm, trip etc) from previous editions and the game is all of a sudden highly mutable and enjoyable for me.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5047500, member: 14506"] Do you think this system works? Do you think the amount of damage that any of the powers do is appropriate? Do you think the condition power should be broken up into different powers? I would really like to look at the PP costs, thoughts on that? This type of overhaul of the game is taking 1,000s of powers and condensing them into just 11 powers. It can be a little jarring if you are very attached to the 15 levels of attack powers as written. I understand this is simply an option that some may find interesting and use. This is a finite list of only 11 powers but you can make an infinite number of variations from this simple list of attack powers. I would encourage player creativity in defining their attack powers. Exploits can be defined on the fly, so that a fighter or rogue can simply gain bonus damage and define their specific exploit at the time they do it. Spells and Prayers these are more specific and the player will need to define their power when created. So that a fireball is a fireball and not a coldball or whatever and the damage is ongoing or not and which defense it attacks. It would be nice to develop some spell and prayer creation guidelines in this area (fire is Ref and ongoing usually, cold is Fort and ongoing usually etc.). Add the following powers to the basic actions list and you have a game that is very verbose and adaptable and not nearly as tactically stunning in both senses of the word stun. Perhaps add back in some more basic maneuvers (disarm, trip etc) from previous editions and the game is all of a sudden highly mutable and enjoyable for me. [/QUOTE]
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