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*Dungeons & Dragons
Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7044434" data-attributes="member: 82106"><p>So, you would simply have ALL the skill powers for each trained skill? </p><p></p><p>This is actually interestingly parallel to some of the things in my own design where I decided, for the sake of consistency, that there are no 'actions that aren't powers'. If you DO something, you are exercising a 'power' of some sort. Obviously most possible things characters can do aren't spelled out in some giant laundry list, that would be absurd. The upshot is that when you do something it follows the power rules. The other half being that MANY things ARE spelled out as powers. So that, where 4e just gives basically a laundry list of things that you can do with a skill, HoML has a list of powers. Most of these have either trained-only riders or some ARE trained only. They also fall into a category, 'basic power' that isn't metered, you just have any of them you meet the requirements to use. So, in effect what you're suggesting exists in this design. If you get trained in Thievery, you are now able to use the lockpicking power, and you can even burn a vitality point and do something special with it (I guess, I haven't actually written that, certainly climbing has some things like this).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7044434, member: 82106"] So, you would simply have ALL the skill powers for each trained skill? This is actually interestingly parallel to some of the things in my own design where I decided, for the sake of consistency, that there are no 'actions that aren't powers'. If you DO something, you are exercising a 'power' of some sort. Obviously most possible things characters can do aren't spelled out in some giant laundry list, that would be absurd. The upshot is that when you do something it follows the power rules. The other half being that MANY things ARE spelled out as powers. So that, where 4e just gives basically a laundry list of things that you can do with a skill, HoML has a list of powers. Most of these have either trained-only riders or some ARE trained only. They also fall into a category, 'basic power' that isn't metered, you just have any of them you meet the requirements to use. So, in effect what you're suggesting exists in this design. If you get trained in Thievery, you are now able to use the lockpicking power, and you can even burn a vitality point and do something special with it (I guess, I haven't actually written that, certainly climbing has some things like this). [/QUOTE]
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Speculation about "the feelz" of D&D 4th Edition
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