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Jetison the power system and use page 42 only
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<blockquote data-quote="Sadrik" data-source="post: 5087478" data-attributes="member: 14506"><p>This is a project and not a finished product. Thanks for your input!</p><p></p><p></p><p>Very close but not precisely. The goal here is to remove the 15 levels of attack powers and have 1 level of attack powers that scale in the same fashion as DMG1 page 42. Area also scales.</p><p></p><p>So conceptually, you have a few powers that can with special features tacked on by the player and be within the theme of the class can represent a vast array of powers. </p><p></p><p>I didn't explicitly say this but all these attacks are at-will with a PP cost. The seven levels of utility powers are unchanged and work just like they do in the PHB.</p><p></p><p>The area that I need the most help in finishing this project is setting the PP costs and how many PP a character gets per day/encounter etc. I have only roughly done this. --> level + prime = PP and each power costs 1. I can see attack powers being an encounter resource. If that is the case how many times can you active an attack power in a fight for 1st level and 30th level? Basically that is the question.</p><p></p><p></p><p>I am trying to remove the daily/encounter limiters in place of PP. Everything is at-will. If I were going with the at-will/encounter/daily split on this stuff I would agree with your idea there 100%. My idea is to simplify and make all the attacks the same, at-will with PP cost, with no level requirement (handled through scaling).</p><p></p><p>This is not being developed to duplicate the complexity of the established power system. Instead this is going try and standardize the mechanics but capture the same diversity in special effects.</p><p></p><p></p><p>I can see that changing the cost can allow it to attack more targets generally speaking. What I did was lower the damage when you attack more targets. So in theory, the more effective the attack is damage-wise the fewer the targets you can affect. </p><p></p><p>As far as conditions go I really need to separate them out in to tiers, level or something. So that you can only create a power with that condition when you get to a certain level/tier. </p><p></p><p></p><p>Hm, I hear you but I think that should be a function of their class theme and not necessarily a mechanical benefit. Theoretically strikers should have a class feature that allows them to deal bonus damage for instance. So their roll should come through their class features.</p><p></p><p></p><p>Interesting system idea. That is not what I have done here though.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5087478, member: 14506"] This is a project and not a finished product. Thanks for your input! Very close but not precisely. The goal here is to remove the 15 levels of attack powers and have 1 level of attack powers that scale in the same fashion as DMG1 page 42. Area also scales. So conceptually, you have a few powers that can with special features tacked on by the player and be within the theme of the class can represent a vast array of powers. I didn't explicitly say this but all these attacks are at-will with a PP cost. The seven levels of utility powers are unchanged and work just like they do in the PHB. The area that I need the most help in finishing this project is setting the PP costs and how many PP a character gets per day/encounter etc. I have only roughly done this. --> level + prime = PP and each power costs 1. I can see attack powers being an encounter resource. If that is the case how many times can you active an attack power in a fight for 1st level and 30th level? Basically that is the question. I am trying to remove the daily/encounter limiters in place of PP. Everything is at-will. If I were going with the at-will/encounter/daily split on this stuff I would agree with your idea there 100%. My idea is to simplify and make all the attacks the same, at-will with PP cost, with no level requirement (handled through scaling). This is not being developed to duplicate the complexity of the established power system. Instead this is going try and standardize the mechanics but capture the same diversity in special effects. I can see that changing the cost can allow it to attack more targets generally speaking. What I did was lower the damage when you attack more targets. So in theory, the more effective the attack is damage-wise the fewer the targets you can affect. As far as conditions go I really need to separate them out in to tiers, level or something. So that you can only create a power with that condition when you get to a certain level/tier. Hm, I hear you but I think that should be a function of their class theme and not necessarily a mechanical benefit. Theoretically strikers should have a class feature that allows them to deal bonus damage for instance. So their roll should come through their class features. Interesting system idea. That is not what I have done here though. [/QUOTE]
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