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Legend Lore says 'story not rules' (3/4)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6097764" data-attributes="member: 82106"><p>Right, in a sense it is like standing 4e on its head, in that one dimension. Yet I can retain all the characteristics that make it cinematic and have as much player agency added in via boons that work in various ways as I want (easiest way would be probably to make some subsets of boons that tap some resource or invoke some sort of step up rule). Since EVERYTHING is a boon though, you have a lot of expressiveness. You can always impose different boon allocation mechanics too, if you want XP you can flip things around, you'll just have to watch balance more. I like the "you just get the boons and they determine level" though. I THINK that really will do a surprising amount to keep things in check. Players may want to go after only the good stuff, but as long as the good stuff is HARD to get (which I would define in narrative scene framing terms as upping the ante) its all good. </p><p></p><p>Heck, you can even have a sort of logical retirement. "Yeah, my character was 20th level when he had the Clan Sword and the Crown of East Farlon, but now he's retired and he's just 8th level, the gods have gone on to other newer heroes..." lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6097764, member: 82106"] Right, in a sense it is like standing 4e on its head, in that one dimension. Yet I can retain all the characteristics that make it cinematic and have as much player agency added in via boons that work in various ways as I want (easiest way would be probably to make some subsets of boons that tap some resource or invoke some sort of step up rule). Since EVERYTHING is a boon though, you have a lot of expressiveness. You can always impose different boon allocation mechanics too, if you want XP you can flip things around, you'll just have to watch balance more. I like the "you just get the boons and they determine level" though. I THINK that really will do a surprising amount to keep things in check. Players may want to go after only the good stuff, but as long as the good stuff is HARD to get (which I would define in narrative scene framing terms as upping the ante) its all good. Heck, you can even have a sort of logical retirement. "Yeah, my character was 20th level when he had the Clan Sword and the Crown of East Farlon, but now he's retired and he's just 8th level, the gods have gone on to other newer heroes..." lol. [/QUOTE]
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