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<blockquote data-quote="AbdulAlhazred" data-source="post: 8317504" data-attributes="member: 82106"><p>Yeah, in HoML that has to be specified as part of the attribute, or part of the tag if there is one. So in my example the luckstone might read something like "Luckstone: Luck (tag) - gives the possessor a +1 permanent bonus to all checks." That would exclude damage, which isn't a 'check'. If you wanted damage included you could say "all rolls" instead. I agree that we're pretty much just moving interface elements and type information around in our models. You do need a pretty restricted set of underlying mechanics for this to work though. So HoML just pretty much has, as 'things you can do mechanically' declare an action and make a roll, all rolls will stem from some sort of action. So really it is action and check mechanics, and they pick up from powers, attributes, and a few 'data elements' like your permanent bonus.</p><p></p><p>I don't recall either, I think it might give you CA when you invoke it, or something like that. Actually I think it is a reroll mechanism, you can invoke it once a day to roll a failed check over again.</p><p></p><p>Well, I feel there is a 'complexity budget' that we need to pay attention to. If you are going to burn it on lots of diverse subsystems, you will probably have to do without something else, but the modularity is still a compelling argument for something like 4e. ANY PC in 4e can cast a Wizard spell. Literally any of them (mechanically speaking) without there being any sort of extra mechanism put in place. ANY PC can have (almost) any Feat, etc. I mean, the universe of stuff that you would WANT to add to your PC is somewhat smaller (IE I have an INT of 8, I am not going to want an INT based attack power). That expressiveness simply doesn't exist in 5e. If you want to be able to cast a spell, you probably cannot, because you don't have a save value to use (admittedly some spells don't need one) and there are no universal spell acquisition and usage rate rules. AT BEST you have to add 2 rules to your PC to make it work. There is a whole complex MC rule which does all that for you, but in HoML you just 'get the boon' and presto you are set. You may want to acquire an implement which keys off a good stat so you can effectively use your new power, but everything 'just works' because every power is just another instance of powers. If you need wide variety, you can get that WITHIN powers, maybe wizard ones and fighter ones work totally differently, but they are interchangeable at a system level.</p><p></p><p>Well, I don't think so. I mean we might reason that if the 12 form a complete set that we can play with and some obvious element is missing from the game, then number 12 must relate to that, but we can't really predict how it will work, what is called, or its thematic/fictional basis.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8317504, member: 82106"] Yeah, in HoML that has to be specified as part of the attribute, or part of the tag if there is one. So in my example the luckstone might read something like "Luckstone: Luck (tag) - gives the possessor a +1 permanent bonus to all checks." That would exclude damage, which isn't a 'check'. If you wanted damage included you could say "all rolls" instead. I agree that we're pretty much just moving interface elements and type information around in our models. You do need a pretty restricted set of underlying mechanics for this to work though. So HoML just pretty much has, as 'things you can do mechanically' declare an action and make a roll, all rolls will stem from some sort of action. So really it is action and check mechanics, and they pick up from powers, attributes, and a few 'data elements' like your permanent bonus. I don't recall either, I think it might give you CA when you invoke it, or something like that. Actually I think it is a reroll mechanism, you can invoke it once a day to roll a failed check over again. Well, I feel there is a 'complexity budget' that we need to pay attention to. If you are going to burn it on lots of diverse subsystems, you will probably have to do without something else, but the modularity is still a compelling argument for something like 4e. ANY PC in 4e can cast a Wizard spell. Literally any of them (mechanically speaking) without there being any sort of extra mechanism put in place. ANY PC can have (almost) any Feat, etc. I mean, the universe of stuff that you would WANT to add to your PC is somewhat smaller (IE I have an INT of 8, I am not going to want an INT based attack power). That expressiveness simply doesn't exist in 5e. If you want to be able to cast a spell, you probably cannot, because you don't have a save value to use (admittedly some spells don't need one) and there are no universal spell acquisition and usage rate rules. AT BEST you have to add 2 rules to your PC to make it work. There is a whole complex MC rule which does all that for you, but in HoML you just 'get the boon' and presto you are set. You may want to acquire an implement which keys off a good stat so you can effectively use your new power, but everything 'just works' because every power is just another instance of powers. If you need wide variety, you can get that WITHIN powers, maybe wizard ones and fighter ones work totally differently, but they are interchangeable at a system level. Well, I don't think so. I mean we might reason that if the 12 form a complete set that we can play with and some obvious element is missing from the game, then number 12 must relate to that, but we can't really predict how it will work, what is called, or its thematic/fictional basis. [/QUOTE]
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