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Pushing the 4th edition envelope
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<blockquote data-quote="Manbearcat" data-source="post: 6249119" data-attributes="member: 6696971"><p>[MENTION=80924]fjw70[/MENTION], [MENTION=87576]Scrivener of Doom[/MENTION], and [MENTION=20323]Quickleaf[/MENTION], thank you guys for the kind words. its pretty easy to implement and provides an aesthetic that myself and my players are familiar with and appreciative others. If folks want to fiddle around with it, they might find some fine. It is, of course, "metagamey" so it won't work for all tables.</p><p></p><p></p><p>Hey Balesir. I think your idea above (gaining a resource for the concession of a dramatic conflict/issue) is exactly what we're after here.</p><p></p><p>With respect to how the Healing Surge economy manifests at my table, certainly the scaling of attack vs defense and especially skill checks versus target DCs goes a wee bit wobbly as the game progresses. However, I didn't want to get too fiddly with something like + 1/tier and I don't really like that way that would have affected the non-scaling saving throw system (which of course could be siloed away from attacks and skill checks if someone wanted to). We mostly just wanted something very simple that interfaces with the 3 systems easily and provides the aesthetic that we were looking for. A + 2 untyped does that well enough. The first option is primarily used for (in SWAG corresponding frequency of occurence):</p><p></p><p>1) Saving Throw bonus for particularly punitive effects (stunned, weakened, blinded, restrained typically).</p><p>2) To ensure auto-success at the Medium DC (typically...sometimes hard) when the modifier puts the passive check within 2 of passing the DC.</p><p>3) When a hit is really needed to afflict a game-changing status effect.</p><p>4) To offset Soldier + 2 AC bonus or a negative to attack that has been inflicted upon them (most time Mark or passive - 2 from an Aura).</p><p></p><p>Many times, you will see 2 above coupled with stepping down the DC from Medium to Low to allow for an untrained Skill (with a decent attribute modifier, item bonus, power bonus or some combo thereof) to be an auto-success. Those combined will give me two tokens to spend (a lot of times I use them to up future Skill DCs by 2) and the investiture of 3 Healing Surges is intensive. Nonetheless, its a fairly common play in my game when the players really want the fictional positioning to change in a positive way (eg the stakes are high). They will often have something particular in mind and I'll let them narrate their success (and then complicate their lives with something else if the conflict - Skill Challenge - is still undecided).</p><p></p><p>Concerning your XP abilities, you may want to consult Scotty on the Engineering Decks. Its likely on his end. Those fickle Dilithium Crystals and all!</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6249119, member: 6696971"] [MENTION=80924]fjw70[/MENTION], [MENTION=87576]Scrivener of Doom[/MENTION], and [MENTION=20323]Quickleaf[/MENTION], thank you guys for the kind words. its pretty easy to implement and provides an aesthetic that myself and my players are familiar with and appreciative others. If folks want to fiddle around with it, they might find some fine. It is, of course, "metagamey" so it won't work for all tables. Hey Balesir. I think your idea above (gaining a resource for the concession of a dramatic conflict/issue) is exactly what we're after here. With respect to how the Healing Surge economy manifests at my table, certainly the scaling of attack vs defense and especially skill checks versus target DCs goes a wee bit wobbly as the game progresses. However, I didn't want to get too fiddly with something like + 1/tier and I don't really like that way that would have affected the non-scaling saving throw system (which of course could be siloed away from attacks and skill checks if someone wanted to). We mostly just wanted something very simple that interfaces with the 3 systems easily and provides the aesthetic that we were looking for. A + 2 untyped does that well enough. The first option is primarily used for (in SWAG corresponding frequency of occurence): 1) Saving Throw bonus for particularly punitive effects (stunned, weakened, blinded, restrained typically). 2) To ensure auto-success at the Medium DC (typically...sometimes hard) when the modifier puts the passive check within 2 of passing the DC. 3) When a hit is really needed to afflict a game-changing status effect. 4) To offset Soldier + 2 AC bonus or a negative to attack that has been inflicted upon them (most time Mark or passive - 2 from an Aura). Many times, you will see 2 above coupled with stepping down the DC from Medium to Low to allow for an untrained Skill (with a decent attribute modifier, item bonus, power bonus or some combo thereof) to be an auto-success. Those combined will give me two tokens to spend (a lot of times I use them to up future Skill DCs by 2) and the investiture of 3 Healing Surges is intensive. Nonetheless, its a fairly common play in my game when the players really want the fictional positioning to change in a positive way (eg the stakes are high). They will often have something particular in mind and I'll let them narrate their success (and then complicate their lives with something else if the conflict - Skill Challenge - is still undecided). Concerning your XP abilities, you may want to consult Scotty on the Engineering Decks. Its likely on his end. Those fickle Dilithium Crystals and all! [/QUOTE]
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