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Community
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Making powers reliable
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<blockquote data-quote="BobTheNob" data-source="post: 5090161" data-attributes="member: 82425"><p>The Reliabel property is a "power defining" property. One of those things that makes an average power worth taking. If you were to place your change in the game, you will definately need to boost current reliable powers by something a bit more significant than brutal....</p><p> </p><p>The brutal idea will only really play to the damage factor of the power, but what if the purpose of the power is not damage output, but the effect that comes with the power? Look at "Comeback Strike". Its reliable, but that power is not really about the damage, its about the ability to spend a healing surge.</p><p> </p><p>If you had to do this, I would say make the current reliable property a re-roll on miss. Sounds big, but then again, the relaible property (in its official form) is a real head turner.</p><p> </p><p>Another thing to consider in this is that on miss properties are also a factor in a powers efficacy. Everyone poo-poo's fireball, yet our wizard LOVES the spell simply for the half damage on miss, because it can significantly effect the outcome. What happens to powers who's attractiveness is reliant on on-miss effects? Under what you are proposing players will almost never elect for the miss condition and these powers will fall onto the "why bother" scrap heap.</p><p> </p><p>Thats if you had to go ahead with this change. I understand your motivation, and my players feel the sting too, and they live with it and work around it. Frankly at times it gives me goosebumps how well these guys play the game and the maturity they display. I had a daily miss by one last night, the player shrugged his shoulder and considered what to do with his next move. He knew he had picked a power with no backup option, that represented occasional glory, and he accepted his decision.</p><p> </p><p>Perhaps your players need to think about their attitude to how the game works and the basis upon which they have selected and composed their characters, and that they have to accept the decisions they have made. Sometimes an effective character is one that succeeds when the roll's are for AND against him, and they should be considering this in their character design.</p><p> </p><p>(p.s. The dice cheater...put a table in the middle of the room, keep it clear of all books, and insist that the only rolls you will accept are rolls on the table witnessed by everyone. I did that years ago, and our cheaters luck mysteriously ran out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5090161, member: 82425"] The Reliabel property is a "power defining" property. One of those things that makes an average power worth taking. If you were to place your change in the game, you will definately need to boost current reliable powers by something a bit more significant than brutal.... The brutal idea will only really play to the damage factor of the power, but what if the purpose of the power is not damage output, but the effect that comes with the power? Look at "Comeback Strike". Its reliable, but that power is not really about the damage, its about the ability to spend a healing surge. If you had to do this, I would say make the current reliable property a re-roll on miss. Sounds big, but then again, the relaible property (in its official form) is a real head turner. Another thing to consider in this is that on miss properties are also a factor in a powers efficacy. Everyone poo-poo's fireball, yet our wizard LOVES the spell simply for the half damage on miss, because it can significantly effect the outcome. What happens to powers who's attractiveness is reliant on on-miss effects? Under what you are proposing players will almost never elect for the miss condition and these powers will fall onto the "why bother" scrap heap. Thats if you had to go ahead with this change. I understand your motivation, and my players feel the sting too, and they live with it and work around it. Frankly at times it gives me goosebumps how well these guys play the game and the maturity they display. I had a daily miss by one last night, the player shrugged his shoulder and considered what to do with his next move. He knew he had picked a power with no backup option, that represented occasional glory, and he accepted his decision. Perhaps your players need to think about their attitude to how the game works and the basis upon which they have selected and composed their characters, and that they have to accept the decisions they have made. Sometimes an effective character is one that succeeds when the roll's are for AND against him, and they should be considering this in their character design. (p.s. The dice cheater...put a table in the middle of the room, keep it clear of all books, and insist that the only rolls you will accept are rolls on the table witnessed by everyone. I did that years ago, and our cheaters luck mysteriously ran out ;) ) [/QUOTE]
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