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So I have the Martial Powers book.
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<blockquote data-quote="Lizard" data-source="post: 4549607" data-attributes="member: 1054"><p>A very good summary. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Once I clued in that 4e powers basically say "The following changes happen to statistics in the game; YOU figure out why/how", it made a lot more sense. There's no essential connection between the power and the game world; indeed, you can look at each power as, in essence, a form of player plot control. The player can declare "This happens!"; the DM and the player figure out how to fit it into the story. </p><p></p><p></p><p></p><p>Actually, summoning in HERO can be very nasty, with x2 monsters for +5 points; however, the nightmare of tracking and creating all those summoned creatures usually kept players from trying it too much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And Aid was broken in Hero for quite a long time, again requiring a lot of GM smackdown to keep in place. So that might not be the best example of how to do it right. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> What 4e does is sort of like what HERO did back in the days before there WAS a summon power; you have an effect like "Energy blast 6d6" and you describe it as "A summoned dragon appears and breathes on the target".</p><p></p><p>(I haven't played H5 yet, so I don't know if the Summon and Aid powers are better balanced...)</p></blockquote><p></p>
[QUOTE="Lizard, post: 4549607, member: 1054"] A very good summary. :) Once I clued in that 4e powers basically say "The following changes happen to statistics in the game; YOU figure out why/how", it made a lot more sense. There's no essential connection between the power and the game world; indeed, you can look at each power as, in essence, a form of player plot control. The player can declare "This happens!"; the DM and the player figure out how to fit it into the story. Actually, summoning in HERO can be very nasty, with x2 monsters for +5 points; however, the nightmare of tracking and creating all those summoned creatures usually kept players from trying it too much. :) And Aid was broken in Hero for quite a long time, again requiring a lot of GM smackdown to keep in place. So that might not be the best example of how to do it right. :) What 4e does is sort of like what HERO did back in the days before there WAS a summon power; you have an effect like "Energy blast 6d6" and you describe it as "A summoned dragon appears and breathes on the target". (I haven't played H5 yet, so I don't know if the Summon and Aid powers are better balanced...) [/QUOTE]
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So I have the Martial Powers book.
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