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Martial Dailies - How so?
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<blockquote data-quote="GnomeWorks" data-source="post: 4135428" data-attributes="member: 162"><p>To simulate a fantasy setting, of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>I want a system that allows for both grim-and-gritty play, at lower levels, and "heroic" play, at higher levels. Heroism is not kicking ass and taking names right out of the gate, all the time, without breaking a sweat: you have to <em>earn</em> that awesomeness, and the title of "hero" that goes along with it. Otherwise, the title has no meaning.</p><p></p><p>I want a system that has solid mechanics for combat, for social encounters, and for crafting. I want an economic system that makes sense and is internally consistent. I want magic items to range from relatively common to the exceedingly rare - and to be such that parties looting magic items from NPCs will not always result in their having an excess of wealth.</p><p></p><p>I want casters and melee-types to be relatively balanced with each other, such that one does not overshadow the other in all situations. I want combat classes that are diversified, such that one is not simply a "fighter" - there are multiple approaches to combat, and you have to choose one, with each having strengths and weaknesses. I want the mechanics of each class to reinforce the flavor of the class: defender-type classes will have mechanics to encourage them to do that, while assassin-types will have mechanics that encourage them to be sneaky and ambush people.</p><p></p><p>I want a system in which having a city full of 5th-level commoners, who have never seen a combat in their lives, makes sense. I want a system in which one could never pick up a sword, and still gain xp. I want to have social encounters be as mechanically involved and interesting as physical combats. I want the idea of making magic items to be more than just spending gold and burning xp: you must find the materials and someone capable of crafting it.</p><p></p><p>I want a system that is internally consistent, allows for non-combat situations to be as mechanically complex and involved as combat, and rewards something other than just killing things. I want a system that encourages the idea that the in-game world is alive, and that it is internally-consistent and sensical.</p><p></p><p>Hope that helps.</p><p></p><p></p><p></p><p>Hmm... I suppose. Still, though, that kind of thing would irk me. I want the player to be able to say, "Okay, now I use this martial daily power," without having to be told by the DM that it's alright to use now. I'm fine with the mechanic as it stands, I just want it to have a good explanation.</p><p></p><p></p><p></p><p>No.</p><p></p><p></p><p></p><p>I still have issues with this explanation. I still believe that when the player decides something about the character is doing, the character is making a similar decision.</p><p></p><p></p><p></p><p>That could work, I suppose. It would seem to fit with the supposed in-game explanation for healing surges, but I don't think that you should be using a healing resource to fuel your combat abilities. That seems like it would be a poor design decision.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 4135428, member: 162"] To simulate a fantasy setting, of course. :p I want a system that allows for both grim-and-gritty play, at lower levels, and "heroic" play, at higher levels. Heroism is not kicking ass and taking names right out of the gate, all the time, without breaking a sweat: you have to [i]earn[/i] that awesomeness, and the title of "hero" that goes along with it. Otherwise, the title has no meaning. I want a system that has solid mechanics for combat, for social encounters, and for crafting. I want an economic system that makes sense and is internally consistent. I want magic items to range from relatively common to the exceedingly rare - and to be such that parties looting magic items from NPCs will not always result in their having an excess of wealth. I want casters and melee-types to be relatively balanced with each other, such that one does not overshadow the other in all situations. I want combat classes that are diversified, such that one is not simply a "fighter" - there are multiple approaches to combat, and you have to choose one, with each having strengths and weaknesses. I want the mechanics of each class to reinforce the flavor of the class: defender-type classes will have mechanics to encourage them to do that, while assassin-types will have mechanics that encourage them to be sneaky and ambush people. I want a system in which having a city full of 5th-level commoners, who have never seen a combat in their lives, makes sense. I want a system in which one could never pick up a sword, and still gain xp. I want to have social encounters be as mechanically involved and interesting as physical combats. I want the idea of making magic items to be more than just spending gold and burning xp: you must find the materials and someone capable of crafting it. I want a system that is internally consistent, allows for non-combat situations to be as mechanically complex and involved as combat, and rewards something other than just killing things. I want a system that encourages the idea that the in-game world is alive, and that it is internally-consistent and sensical. Hope that helps. Hmm... I suppose. Still, though, that kind of thing would irk me. I want the player to be able to say, "Okay, now I use this martial daily power," without having to be told by the DM that it's alright to use now. I'm fine with the mechanic as it stands, I just want it to have a good explanation. No. I still have issues with this explanation. I still believe that when the player decides something about the character is doing, the character is making a similar decision. That could work, I suppose. It would seem to fit with the supposed in-game explanation for healing surges, but I don't think that you should be using a healing resource to fuel your combat abilities. That seems like it would be a poor design decision. [/QUOTE]
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