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Jetison the power system and use page 42 only
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<blockquote data-quote="Alex319" data-source="post: 5087523" data-attributes="member: 45678"><p>First of all, do you have to configure the power when you take it, or when you use it? For example, does a fighter just choose "Assault" and then each time, decide which of the two damage options to use (and which condition to inflict if he chooses the first option and it hits) or does he make that choice when he takes the power, and has to take Assault twice if he wants two different powers that fit the Assault template?</p><p></p><p>You probably want some powers that cost more PP. As written players will rarely run out of PP beyond the first couple levels. For example a 5th level fighter with 18 strength has 9 PP, which refresh every encounter (the only thing that "burns" PP is Summon, which Fighters don't have), and each power costs 1. Very few encounters even last 9 rounds.</p><p></p><p>It seems like one thing you will definitely need to do is make different conditions "cost" a different amount. Some conditions are MUCH better than others. For example, why would I ever want to Slow someone if I could Stun him instead, and you can Stun someone just as easily as you can Slow them? The solution of restricting certain conditions to certain tiers or levels doesn't solve this problem. If you say for example that you can't take Stun until you get to 15th level, then as soon as you get to 15th level nobody will want to take anything but Stun, and before 15th level Stun won't even be an option. You'll probably want some system where you can choose different conditions, but you have to give up more (like increased PP cost, or reduced damage) in order to get the more powerful conditions. That way there is a meaningful choice between weaker condition at less cost or stronger condition at higher cost.</p><p></p><p>You probably don't want the scaling of areas by level- that could get nasty fast. The existing powers don't tend to get much bigger areas as you increase, and even a 1 point difference in area (say burst 1 vs. burst 2) is a big difference. An at-will burst 3 at 12th level? That's a 7x7 square area every time.</p></blockquote><p></p>
[QUOTE="Alex319, post: 5087523, member: 45678"] First of all, do you have to configure the power when you take it, or when you use it? For example, does a fighter just choose "Assault" and then each time, decide which of the two damage options to use (and which condition to inflict if he chooses the first option and it hits) or does he make that choice when he takes the power, and has to take Assault twice if he wants two different powers that fit the Assault template? You probably want some powers that cost more PP. As written players will rarely run out of PP beyond the first couple levels. For example a 5th level fighter with 18 strength has 9 PP, which refresh every encounter (the only thing that "burns" PP is Summon, which Fighters don't have), and each power costs 1. Very few encounters even last 9 rounds. It seems like one thing you will definitely need to do is make different conditions "cost" a different amount. Some conditions are MUCH better than others. For example, why would I ever want to Slow someone if I could Stun him instead, and you can Stun someone just as easily as you can Slow them? The solution of restricting certain conditions to certain tiers or levels doesn't solve this problem. If you say for example that you can't take Stun until you get to 15th level, then as soon as you get to 15th level nobody will want to take anything but Stun, and before 15th level Stun won't even be an option. You'll probably want some system where you can choose different conditions, but you have to give up more (like increased PP cost, or reduced damage) in order to get the more powerful conditions. That way there is a meaningful choice between weaker condition at less cost or stronger condition at higher cost. You probably don't want the scaling of areas by level- that could get nasty fast. The existing powers don't tend to get much bigger areas as you increase, and even a 1 point difference in area (say burst 1 vs. burst 2) is a big difference. An at-will burst 3 at 12th level? That's a 7x7 square area every time. [/QUOTE]
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