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No hold barred - how I would develope 5e
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<blockquote data-quote="Wik" data-source="post: 5433123" data-attributes="member: 40177"><p>Another idea for what I'd do:</p><p></p><p>Have the characters be focused on power sources, with each power source having an innate mechanical and "fluff" flavour to it. Have these set up so they can be modified, of course, but generally provide concrete examples of what they do. And then, stick to it - don't create ways to vary off that, without making those variances somehow expensive.</p><p></p><p>Three roles, with the game axing the "leader" option and instead making leaders an "add-on" option available to each power type. </p><p></p><p>Each power type would have a class for each role (striker, controller, defender), a core unifying mechanic, and then an option for either a specific benefit, OR the leader option. As an example (I'm writing this on the fly... it probably isn't "balanced" in any way):</p><p></p><p>MARTIAL POWER SOURCE</p><p></p><p>MArtial characters are non-magic. They have a lot of hit points, generally high ACs, and deal decent damage. However, they are able to only focus on one foe at a time, and lack area-effect attacks for the most part. They have good defences.</p><p></p><p>Martial characters have special "Stances" that can be triggered with Adrenaline Points. Each stance costs different amounts of adrenaline points to activate, and must be maintained each round. Martial characters gain adrenaline points based on their class.</p><p></p><p>Option A: The character gains extra adrenaline points. In addition, he regains 1 extra adrenaline point any time he would regain an adrenaline point.</p><p>Option B: Higher Defences and/or hit points and/or feats.</p><p>Option C: Leader Option. The character can heal an ally once per combat. Plus some leader-y powers.</p><p></p><p>And then we'd have the classes, with each class having a few talents hard-wired in (a rogue's sneak attack, maybe) and other optional talents ("Do I take 'evasion' or 'lucky stance'?"). Each class would also have a few options on how they regain adrenaline points, and maybe some extra ways on how to spend those points. </p><p></p><p>***</p><p></p><p>"Feats" would be much simpler in scope, and really wouldn't offer much in the way of new things a character can do. Instead, they'd be a limited resource that would exist mostly so players could tweak the limitations of their class to either shore up their weaknesses, or to better reflect some archetype they'd seen elsewhere.</p></blockquote><p></p>
[QUOTE="Wik, post: 5433123, member: 40177"] Another idea for what I'd do: Have the characters be focused on power sources, with each power source having an innate mechanical and "fluff" flavour to it. Have these set up so they can be modified, of course, but generally provide concrete examples of what they do. And then, stick to it - don't create ways to vary off that, without making those variances somehow expensive. Three roles, with the game axing the "leader" option and instead making leaders an "add-on" option available to each power type. Each power type would have a class for each role (striker, controller, defender), a core unifying mechanic, and then an option for either a specific benefit, OR the leader option. As an example (I'm writing this on the fly... it probably isn't "balanced" in any way): MARTIAL POWER SOURCE MArtial characters are non-magic. They have a lot of hit points, generally high ACs, and deal decent damage. However, they are able to only focus on one foe at a time, and lack area-effect attacks for the most part. They have good defences. Martial characters have special "Stances" that can be triggered with Adrenaline Points. Each stance costs different amounts of adrenaline points to activate, and must be maintained each round. Martial characters gain adrenaline points based on their class. Option A: The character gains extra adrenaline points. In addition, he regains 1 extra adrenaline point any time he would regain an adrenaline point. Option B: Higher Defences and/or hit points and/or feats. Option C: Leader Option. The character can heal an ally once per combat. Plus some leader-y powers. And then we'd have the classes, with each class having a few talents hard-wired in (a rogue's sneak attack, maybe) and other optional talents ("Do I take 'evasion' or 'lucky stance'?"). Each class would also have a few options on how they regain adrenaline points, and maybe some extra ways on how to spend those points. *** "Feats" would be much simpler in scope, and really wouldn't offer much in the way of new things a character can do. Instead, they'd be a limited resource that would exist mostly so players could tweak the limitations of their class to either shore up their weaknesses, or to better reflect some archetype they'd seen elsewhere. [/QUOTE]
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