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Sorry - I think the point was missed...
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<blockquote data-quote="JohnSnow" data-source="post: 2430876" data-attributes="member: 32164"><p>You keep saying this, so I'll bite. How?</p><p></p><p></p><p></p><p>I agree. Tracking class vs. cross-class skills is a PITA. But how does one keep the distinction between classes relevant without some form of distinction like this? Personally, I think it'd be easier to keep the max rank limit, but I suppose you could do away with that and somehow preserve the lower cost for "sticking to your specialty." I also agree that most feat prerequisites could go the way of the dodo and not upset anyone.</p><p></p><p>I admit that feats allow you to overcome certain restrictions. To my way of thinking that's the point of having them - to distinguish between otherwise mechanically similar characters. They make certain moves more attractive to encourage player decisions other than "I whack him." For the record; Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Trip, Improved Overrun and Improved Sunder all have the same effect: +4 on the maneuver and no attack of opportunity. Sounds like a pretty simple mechanic to me. I agree that synergy bonuses may be unnecessary, but they do provide an added incentive for the character to take ranks in related skills - a theory I like although the implementation is clumsy. Personally, I don't like all the +2/+2 feats and would be happy to see them gone, but skill focus seems like a useful addition.</p><p></p><p></p><p></p><p>Sounds...interesting. But I do like the variability of multiple classes. I'm somewhat concerned that reducing everything to feats is not the way to go. I've never been overly fond of "classless" systems, as the tendency for characters' abilities to overlap is quite high. That's just a concern though, not a criticism and one I'll revisit after I look at True 20.</p><p></p><p></p><p></p><p>Okay, that's fair. I was confused. You compared <em>True 20</em> to <em>Mutants and Masterminds</em>, which someone else compared to HERO, so I drew the A is to B, and B is to C, so A is to C analogy. The point-buy "construction" of powers is what I dislike in HERO though, so I'll probably like the <em>True 20</em> magic system.</p><p></p><p></p><p></p><p>Fair enough, I'll check it out.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>And I agree with you about teleport too.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Still looking forward to <em>Iron Heroes</em> though, since I think it'll add things I enjoy to the system while fixing some of the glitchy ones. And from what little we've been told, it sound like its magic system works similarly to True 20's. Except that it's at least partially class-based.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2430876, member: 32164"] You keep saying this, so I'll bite. How? I agree. Tracking class vs. cross-class skills is a PITA. But how does one keep the distinction between classes relevant without some form of distinction like this? Personally, I think it'd be easier to keep the max rank limit, but I suppose you could do away with that and somehow preserve the lower cost for "sticking to your specialty." I also agree that most feat prerequisites could go the way of the dodo and not upset anyone. I admit that feats allow you to overcome certain restrictions. To my way of thinking that's the point of having them - to distinguish between otherwise mechanically similar characters. They make certain moves more attractive to encourage player decisions other than "I whack him." For the record; Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Trip, Improved Overrun and Improved Sunder all have the same effect: +4 on the maneuver and no attack of opportunity. Sounds like a pretty simple mechanic to me. I agree that synergy bonuses may be unnecessary, but they do provide an added incentive for the character to take ranks in related skills - a theory I like although the implementation is clumsy. Personally, I don't like all the +2/+2 feats and would be happy to see them gone, but skill focus seems like a useful addition. Sounds...interesting. But I do like the variability of multiple classes. I'm somewhat concerned that reducing everything to feats is not the way to go. I've never been overly fond of "classless" systems, as the tendency for characters' abilities to overlap is quite high. That's just a concern though, not a criticism and one I'll revisit after I look at True 20. Okay, that's fair. I was confused. You compared [i]True 20[/i] to [i]Mutants and Masterminds[/i], which someone else compared to HERO, so I drew the A is to B, and B is to C, so A is to C analogy. The point-buy "construction" of powers is what I dislike in HERO though, so I'll probably like the [i]True 20[/i] magic system. Fair enough, I'll check it out.:cool: And I agree with you about teleport too.;) Still looking forward to [i]Iron Heroes[/i] though, since I think it'll add things I enjoy to the system while fixing some of the glitchy ones. And from what little we've been told, it sound like its magic system works similarly to True 20's. Except that it's at least partially class-based. [/QUOTE]
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