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My Solution to the 15-Minute Workday: The Hero Score
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<blockquote data-quote="Camelot" data-source="post: 6164690" data-attributes="member: 82617"><p>That's a nice way to do it, and very simple. 7 milestones seems like a bit much though. An average level by the core rules has between 8 and 10 encounters, which is 4 or 5 milestones. In practice, it seems to take even fewer encounters than that. But I guess it depends how quickly you want the characters to level.</p><p></p><p></p><p></p><p>Those are very good points. I tried to keep things balanced, but it does still favor certain roles/classes over others. The barbarian, for example, has his extra damage built into his at-will powers, so I'd have to make a special rule for that. Favoring means of avoiding combat advantage is the one I don't have a problem with, as I feel that combat as written favors offense too much, so I like ways of encouraging defense. Of course, as you also point out, my system does exactly the opposite of that. That will be good to keep in mind while editing.</p><p></p><p>In order to avoid favoring classes, the system needs to exploit a mechanic that all classes use equally. I originally thought of having each point of the hero score give you a new way to spend action points, but put that aside as I couldn't think of any ways to judge which benefit was better than the others. Should being able to spend an action point as an immediate action be the benefit for Hero Score 1, or would it be more incentive to put higher up? Is that better or worse than being able to use an action point to spend a healing surge? That would require more testing than I will ever have available, but maybe someone here can offer some input.</p><p></p><p>I like the escalation die idea. Perhaps each encounter gives each player a single escalation die that they can spend on any roll or similar value: initiative, attack, damage, defense, healing, etc. Each progressive encounter gives a higher sized escalation die: 1d4, 1d6, 1d8, 2d4, 1d10, 1d12, 2d6, etc. This way, there is an incentive to forgo an extended rest, and each class can use it for whatever they want so that it doesn't favor one class or playstyle. Most importantly, it's super easy to implement and learn. What do you think?</p></blockquote><p></p>
[QUOTE="Camelot, post: 6164690, member: 82617"] That's a nice way to do it, and very simple. 7 milestones seems like a bit much though. An average level by the core rules has between 8 and 10 encounters, which is 4 or 5 milestones. In practice, it seems to take even fewer encounters than that. But I guess it depends how quickly you want the characters to level. Those are very good points. I tried to keep things balanced, but it does still favor certain roles/classes over others. The barbarian, for example, has his extra damage built into his at-will powers, so I'd have to make a special rule for that. Favoring means of avoiding combat advantage is the one I don't have a problem with, as I feel that combat as written favors offense too much, so I like ways of encouraging defense. Of course, as you also point out, my system does exactly the opposite of that. That will be good to keep in mind while editing. In order to avoid favoring classes, the system needs to exploit a mechanic that all classes use equally. I originally thought of having each point of the hero score give you a new way to spend action points, but put that aside as I couldn't think of any ways to judge which benefit was better than the others. Should being able to spend an action point as an immediate action be the benefit for Hero Score 1, or would it be more incentive to put higher up? Is that better or worse than being able to use an action point to spend a healing surge? That would require more testing than I will ever have available, but maybe someone here can offer some input. I like the escalation die idea. Perhaps each encounter gives each player a single escalation die that they can spend on any roll or similar value: initiative, attack, damage, defense, healing, etc. Each progressive encounter gives a higher sized escalation die: 1d4, 1d6, 1d8, 2d4, 1d10, 1d12, 2d6, etc. This way, there is an incentive to forgo an extended rest, and each class can use it for whatever they want so that it doesn't favor one class or playstyle. Most importantly, it's super easy to implement and learn. What do you think? [/QUOTE]
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My Solution to the 15-Minute Workday: The Hero Score
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