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Jetison the power system and use page 42 only
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<blockquote data-quote="Sadrik" data-source="post: 5059895" data-attributes="member: 14506"><p>What you say is essentially true with how the system works. However again, this is the area that needs working out. </p><p></p><p>To rehash the idea:</p><p>Depending on your party role you could begin with a different number of attack powers: Defender 2, Leader 3, Striker 3 and Controller 4. </p><p></p><p>As you advance you can select more attack powers, possibly 1 every 4 levels for a defender, 3 for striker and leaders and 2 for controllers. In this way the defender's added HP and combat abilities offset the controller's lesser.</p><p></p><p>The powers that each class would have available would have a list of possible ones to select from.</p><p></p><p>So the PHB1 classes could have access to:</p><p>Cleric: power strike, touch, wall, close burst, condition</p><p>Paladin: power strike, precise strike, touch, condition</p><p>Ranger: split strike, precise strike, shoot, condition</p><p>Fighter: power strike, split strike, condition</p><p>Rogue: precise strike, split strike, touch, condition</p><p>Warlord: power strike, split strike, precise strike, condition</p><p>Warlock: touch, shoot, blast, close burst, summon, condition</p><p>Wizard: touch, shoot, blast, burst, close burst, wall, summon, condition</p><p></p><p>Again, exploits would not have to be defined as triple spin overhand chops, that specific description could be defined during play (on the fly). But spells and prayers would have to be defined more especially if they do something more than normal damage. Example: a cleric or paladin might have a radiant strike which utilizes the power strike rules: they would have to define the damage as radiant. </p><p></p><p>The more I think about it the more I think the Condition power needs to change somehow. It could be broken up into 1 power per condition and then have a generic condition power that is for a unique condition. Have some of the conditions have a tier requirement. My only concern is that would add 18 powers bringing the total to 28 attack powers. Granted some of them would not get used much (surprised, deafened, dying)</p><p></p><p>The 18 conditions would be:</p><p>Blind</p><p>Daze</p><p>Deafen</p><p>Dominate</p><p>Make Dying</p><p>Make Helpless</p><p>Immobilize</p><p>Mark</p><p>Petrify</p><p>Make Prone</p><p>Restrain</p><p>Slow</p><p>Stun</p><p>Surprise</p><p>Make Unconscious</p><p>Weaken</p><p>Move (Pull, Push or Slide)</p><p>Condition (covers unique conditions)</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5059895, member: 14506"] What you say is essentially true with how the system works. However again, this is the area that needs working out. To rehash the idea: Depending on your party role you could begin with a different number of attack powers: Defender 2, Leader 3, Striker 3 and Controller 4. As you advance you can select more attack powers, possibly 1 every 4 levels for a defender, 3 for striker and leaders and 2 for controllers. In this way the defender's added HP and combat abilities offset the controller's lesser. The powers that each class would have available would have a list of possible ones to select from. So the PHB1 classes could have access to: Cleric: power strike, touch, wall, close burst, condition Paladin: power strike, precise strike, touch, condition Ranger: split strike, precise strike, shoot, condition Fighter: power strike, split strike, condition Rogue: precise strike, split strike, touch, condition Warlord: power strike, split strike, precise strike, condition Warlock: touch, shoot, blast, close burst, summon, condition Wizard: touch, shoot, blast, burst, close burst, wall, summon, condition Again, exploits would not have to be defined as triple spin overhand chops, that specific description could be defined during play (on the fly). But spells and prayers would have to be defined more especially if they do something more than normal damage. Example: a cleric or paladin might have a radiant strike which utilizes the power strike rules: they would have to define the damage as radiant. The more I think about it the more I think the Condition power needs to change somehow. It could be broken up into 1 power per condition and then have a generic condition power that is for a unique condition. Have some of the conditions have a tier requirement. My only concern is that would add 18 powers bringing the total to 28 attack powers. Granted some of them would not get used much (surprised, deafened, dying) The 18 conditions would be: Blind Daze Deafen Dominate Make Dying Make Helpless Immobilize Mark Petrify Make Prone Restrain Slow Stun Surprise Make Unconscious Weaken Move (Pull, Push or Slide) Condition (covers unique conditions) [/QUOTE]
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