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General Tabletop Discussion
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New Design Paradigms - What are they and are they good or bad?
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<blockquote data-quote="JohnSnow" data-source="post: 3355354" data-attributes="member: 32164"><p>Actually, I gave up trying. With stunts, challenges, tokens and zones, the <em>Iron Heroes</em> ones are close enough for me. Combat takes a bit longer sometimes (especially when the rules are new), but it's much more interesting - feels like an action movie.</p><p></p><p></p><p></p><p>Well, I'm actually looking at doing something similar. However, I'm looking at it from a different paradigm than the standard D&D spell list. For instance, I'm not sure one needs more than 2 levels of dead. The current game has three. I'm looking at rescoping the game's 10 levels of spells (0-9 is 10 levels...) to top out with level 10 spells being the ones that allow instantaneous travel anywhere, raise the dead without penalty and so forth. The damaging spells should be roughly equivalent to the way they are now. I'm just going to linearize them and take out the silly divisions that exist for entirely "D&D" reasons. The idea is to extend the sweet spot into the highest levels, with the wahoo factor coming into play at levels 17-20. Characters should be able to do cool things with spells, and constantly get new magical effects to play with, but there's no reason the system needs to stack more and more wahoo effects on top of one another.</p><p></p><p>Various magic systems have instituted the notion of subdual damage for spellcasting. In at least some cases, you can go for spells over your "safe limit," but the damage becomes lethal instead. It allows for characters to overreach themselves to achieve massive effects, but there needs to be:</p><p></p><p>a) A risk of failure.</p><p>b) A price for success.</p><p></p><p>There probably shouldn't be a penalty for failure (not always at the very least) because there's already a penalty for failing: the spell doesn't work. That alone is pretty bad, so double-penalizing is kinda messed up. Now, there's nothing wrong with leaving open the remote possibility of a catastrophic failure. You know, just to keep magic from being too reliable... <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3355354, member: 32164"] Actually, I gave up trying. With stunts, challenges, tokens and zones, the [i]Iron Heroes[/i] ones are close enough for me. Combat takes a bit longer sometimes (especially when the rules are new), but it's much more interesting - feels like an action movie. Well, I'm actually looking at doing something similar. However, I'm looking at it from a different paradigm than the standard D&D spell list. For instance, I'm not sure one needs more than 2 levels of dead. The current game has three. I'm looking at rescoping the game's 10 levels of spells (0-9 is 10 levels...) to top out with level 10 spells being the ones that allow instantaneous travel anywhere, raise the dead without penalty and so forth. The damaging spells should be roughly equivalent to the way they are now. I'm just going to linearize them and take out the silly divisions that exist for entirely "D&D" reasons. The idea is to extend the sweet spot into the highest levels, with the wahoo factor coming into play at levels 17-20. Characters should be able to do cool things with spells, and constantly get new magical effects to play with, but there's no reason the system needs to stack more and more wahoo effects on top of one another. Various magic systems have instituted the notion of subdual damage for spellcasting. In at least some cases, you can go for spells over your "safe limit," but the damage becomes lethal instead. It allows for characters to overreach themselves to achieve massive effects, but there needs to be: a) A risk of failure. b) A price for success. There probably shouldn't be a penalty for failure (not always at the very least) because there's already a penalty for failing: the spell doesn't work. That alone is pretty bad, so double-penalizing is kinda messed up. Now, there's nothing wrong with leaving open the remote possibility of a catastrophic failure. You know, just to keep magic from being too reliable... :] [/QUOTE]
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