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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Only thing I don't like so far: Power Replacement
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<blockquote data-quote="Thasmodious" data-source="post: 4316290" data-attributes="member: 63272"><p>It doesn't require much effort to explain if you actually need the rationalizing. The powers aren't simply moves or techniques, they draw on the power sources of the world. That's why a 20th level fighter can't teach the local militia captain Serpent Dance Strike. The power sources are a tangible thing and they are both the source of the powerful options characters have, and the limit of character power. </p><p></p><p>If you need to take it further, you can think along class lines. Arcane casters only have so much overall magical energy, so they literally replace old, lesser spells with newer, more powerful ones. The old ones are lost to them in the same way they always have been in D&D. Martial characters are incorporating simpler techniques into more complex and powerful overall effects - like a fighter who's Crushing Blow eventually became Mountain Breaking Blow as his Str, training and ability increased. Divine characters are given powers and limited by the gods, of course, so that's an easy one. </p><p></p><p>The feat someone made up earlier would be much to powerful, but I could see one where you retain the ability to use your replaced powers, but only in place of your new ones. So, for example, a 13th level character would know 4 encounter powers - P,3,7,13. With the feat, he would now 5, but only have 4 slots per encounter, with his old 1st level power being able to replace his 13th. So it would look like - P,3,7,13(1) </p><p></p><p>That 1st level power won't get chosen that often, but you can then claim you haven't forgotten it and can still use it when the time is right or just for nostalgia, without breaking the game with a second character's worth of extra powers.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4316290, member: 63272"] It doesn't require much effort to explain if you actually need the rationalizing. The powers aren't simply moves or techniques, they draw on the power sources of the world. That's why a 20th level fighter can't teach the local militia captain Serpent Dance Strike. The power sources are a tangible thing and they are both the source of the powerful options characters have, and the limit of character power. If you need to take it further, you can think along class lines. Arcane casters only have so much overall magical energy, so they literally replace old, lesser spells with newer, more powerful ones. The old ones are lost to them in the same way they always have been in D&D. Martial characters are incorporating simpler techniques into more complex and powerful overall effects - like a fighter who's Crushing Blow eventually became Mountain Breaking Blow as his Str, training and ability increased. Divine characters are given powers and limited by the gods, of course, so that's an easy one. The feat someone made up earlier would be much to powerful, but I could see one where you retain the ability to use your replaced powers, but only in place of your new ones. So, for example, a 13th level character would know 4 encounter powers - P,3,7,13. With the feat, he would now 5, but only have 4 slots per encounter, with his old 1st level power being able to replace his 13th. So it would look like - P,3,7,13(1) That 1st level power won't get chosen that often, but you can then claim you haven't forgotten it and can still use it when the time is right or just for nostalgia, without breaking the game with a second character's worth of extra powers. [/QUOTE]
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Community
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Only thing I don't like so far: Power Replacement
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