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Jetison the power system and use page 42 only
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<blockquote data-quote="Celebrim" data-source="post: 5087540" data-attributes="member: 4937"><p>I hear you, and I understand the attraction of that, but the problem you are going to run into is...</p><p></p><p></p><p></p><p>I think your implementation is going to fail at your own goal of 'representing a vast array of powers' and 'capturing the same diversity'. Furthermore, even if you come up with something you are satisfied with, most players are not going to be happy with the inability to 'duplicate the complexity of the established power system'. Most players are generally unhappy to exchange some degree of flexibility and 'wow factor' in character creation, for a lesser degree of both. So I think that in practice, if you want your ideas to attract a wide audience, you're going to have to be able to emulate the 4e power system to a large degree.</p><p></p><p>Whether you want to drop or add encounter powers or what not is just robust system manipulation once you get the system up to that point.</p><p></p><p></p><p></p><p>And I agree, but, I can't help but note that this is a half-way measure toward implementing a point buy system. I would bet you a $ that by the time you start creating these tables and trying to figure out how a power interacts with different levels of bonus features and damage and such and still get the selections to be balanced and diverse, that you'll end up creating either a point buy system or a defacto one. </p><p></p><p></p><p></p><p>Perhaps, but while I'm not an expert on 4e design, I think you'll find that if you analyze existing 4e powers, they don't work like that. Striker classes get powers that do more damage at a given level, for example, but have less access to battlefield control or buffing powers.</p><p></p><p></p><p></p><p>Well, good luck with it then.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5087540, member: 4937"] I hear you, and I understand the attraction of that, but the problem you are going to run into is... I think your implementation is going to fail at your own goal of 'representing a vast array of powers' and 'capturing the same diversity'. Furthermore, even if you come up with something you are satisfied with, most players are not going to be happy with the inability to 'duplicate the complexity of the established power system'. Most players are generally unhappy to exchange some degree of flexibility and 'wow factor' in character creation, for a lesser degree of both. So I think that in practice, if you want your ideas to attract a wide audience, you're going to have to be able to emulate the 4e power system to a large degree. Whether you want to drop or add encounter powers or what not is just robust system manipulation once you get the system up to that point. And I agree, but, I can't help but note that this is a half-way measure toward implementing a point buy system. I would bet you a $ that by the time you start creating these tables and trying to figure out how a power interacts with different levels of bonus features and damage and such and still get the selections to be balanced and diverse, that you'll end up creating either a point buy system or a defacto one. Perhaps, but while I'm not an expert on 4e design, I think you'll find that if you analyze existing 4e powers, they don't work like that. Striker classes get powers that do more damage at a given level, for example, but have less access to battlefield control or buffing powers. Well, good luck with it then. [/QUOTE]
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