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General Tabletop Discussion
*Pathfinder & Starfinder
Power Source Differentiation
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<blockquote data-quote="Sadrik" data-source="post: 4810334" data-attributes="member: 14506"><p>There is some dislike, by many, as to how the power system feels overly gamey and does not model how characters power sources would really work. The following rules are presented to allay that and make each source unique and offer a different feel in-game for each power source. Each is better in different situations and hopefully more fun.</p><p></p><p><strong>Power Source Differentiation</strong></p><p>To activate an encounter power it costs 2 for an encounter and 5 for a daily power.</p><p></p><p><strong>Adrenaline</strong></p><p><em>Slow to build but endless in its devastation…</em></p><p>Adrenaline powers are not initially available at the beginning of an encounter. Instead access to them builds up as combat endues in the form of adrenaline. Once enough Adrenaline has built up it can be spent it to activate their encounter and daily martial powers. All Adrenaline points fade after an encounter.</p><p>If you damage an opponent in a round you add 1 Adrenaline and when you take damage you gain 1 Adrenaline. If you score a critical hit you add an additional Adrenaline.</p><p><em>Classes: Fighter, Ranger, Warlord, Barbarian</em></p><p></p><p></p><p><strong>Rites</strong></p><p><em>Complex training in the arcane ways… </em></p><p>Rite powers are available to those by way of knowledge of arcane rituals. They require special components to perform and a successful Arcana skill roll. The special components cost must be paid for at each level the practitioner levels up and is equal to the cost of a ritual of that level. The special components represent new magical ingredients that the practitioner uses during the rituals and are enough to get by until the next level. The base Target Number to successfully complete a rite is 15 + ½ your level. </p><p>If the components are missing it has -5 to succeed. An encounter power gives -2 and a daily gives -5. Each successful ritual gives a 2 Rite penalty points for the rest of the encounter. </p><p><em>Classes: Wizard, Bard, Spellsword, Artificer</em></p><p></p><p></p><p><strong>Pleas</strong></p><p><em>Relationship with the source of your power is paramount…</em></p><p>Some powers are accessed by constantly pleading with the source of their power. Your divine Plea is ½ your level +10. When using a power they roll a Plea check to receive that power. The roll must be under your Plea total for your prayer to be heard. Use your power as normal with a made roll. You then subtract the powers cost from your Plea, note that Plea can go negative. On a failed Plea roll you may use an at-will power or basic attack instead.</p><p>After a short rest you recover your Plea but reduce it by 2 for each short rest you have taken. After an extended rest your divine Plea is reset to its maximum.</p><p><em>Classes: Cleric, Evoker, Avenger, Paladin, Warlock</em></p><p></p><p></p><p><strong>Heroic Feats</strong></p><p><strong>Masochist</strong></p><p>You gain 2 Adrenaline instead of 1 when you take damage.</p><p></p><p><strong>Reduced Component Costs</strong></p><p><strong></strong>Your component costs are ½ at each level.</p><p></p><p><strong>Pure Connection</strong></p><p>You only lose 1 Plea after each short rest</p><p></p><p></p><p>To make these game rules work easily at the table, I would suggest using tokens or poker chips during game play. Perhaps blue chips representing 5 points and white 1 point. </p><p></p><p>Last thing, I know these rules are a bit sweeping. They add differentiation between the power sources! I am well aware that they are not as balanced as before. This is the goal, I want each power source to be better in different situations. Divine power is better when you have lots of time, Arcane power can sustain longer but then dry up for the day and finally martial power is good as the battle wears on. These are all unique and they all seem to be a pretty good payoff story-wise and game-wise by my estimation.</p><p></p><p>Enjoy!</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4810334, member: 14506"] There is some dislike, by many, as to how the power system feels overly gamey and does not model how characters power sources would really work. The following rules are presented to allay that and make each source unique and offer a different feel in-game for each power source. Each is better in different situations and hopefully more fun. [B]Power Source Differentiation[/B] To activate an encounter power it costs 2 for an encounter and 5 for a daily power. [B]Adrenaline[/B] [I]Slow to build but endless in its devastation…[/I] Adrenaline powers are not initially available at the beginning of an encounter. Instead access to them builds up as combat endues in the form of adrenaline. Once enough Adrenaline has built up it can be spent it to activate their encounter and daily martial powers. All Adrenaline points fade after an encounter. If you damage an opponent in a round you add 1 Adrenaline and when you take damage you gain 1 Adrenaline. If you score a critical hit you add an additional Adrenaline. [I]Classes: Fighter, Ranger, Warlord, Barbarian[/I] [B]Rites[/B] [I]Complex training in the arcane ways… [/I] Rite powers are available to those by way of knowledge of arcane rituals. They require special components to perform and a successful Arcana skill roll. The special components cost must be paid for at each level the practitioner levels up and is equal to the cost of a ritual of that level. The special components represent new magical ingredients that the practitioner uses during the rituals and are enough to get by until the next level. The base Target Number to successfully complete a rite is 15 + ½ your level. If the components are missing it has -5 to succeed. An encounter power gives -2 and a daily gives -5. Each successful ritual gives a 2 Rite penalty points for the rest of the encounter. [I]Classes: Wizard, Bard, Spellsword, Artificer[/I] [B]Pleas[/B] [I]Relationship with the source of your power is paramount…[/I] Some powers are accessed by constantly pleading with the source of their power. Your divine Plea is ½ your level +10. When using a power they roll a Plea check to receive that power. The roll must be under your Plea total for your prayer to be heard. Use your power as normal with a made roll. You then subtract the powers cost from your Plea, note that Plea can go negative. On a failed Plea roll you may use an at-will power or basic attack instead. After a short rest you recover your Plea but reduce it by 2 for each short rest you have taken. After an extended rest your divine Plea is reset to its maximum. [I]Classes: Cleric, Evoker, Avenger, Paladin, Warlock[/I] [B]Heroic Feats Masochist[/B] You gain 2 Adrenaline instead of 1 when you take damage. [B]Reduced Component Costs [/B]Your component costs are ½ at each level. [B]Pure Connection[/B] You only lose 1 Plea after each short rest To make these game rules work easily at the table, I would suggest using tokens or poker chips during game play. Perhaps blue chips representing 5 points and white 1 point. Last thing, I know these rules are a bit sweeping. They add differentiation between the power sources! I am well aware that they are not as balanced as before. This is the goal, I want each power source to be better in different situations. Divine power is better when you have lots of time, Arcane power can sustain longer but then dry up for the day and finally martial power is good as the battle wears on. These are all unique and they all seem to be a pretty good payoff story-wise and game-wise by my estimation. Enjoy! [/QUOTE]
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