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Stunts or Powers?
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<blockquote data-quote="Starfox" data-source="post: 5910774" data-attributes="member: 2303"><p>Quoted from another thread:</p><p></p><p></p><p>What I want to discuss here is how the balance should be between pre-described exact-by-game-terms powers and improvisational spur-of-the-moment stunts. In other words, should what GM Dave describes here be a power written on the character sheet, or just an invention of the moment?</p><p></p><p>There are arguments for each approach. Powers are satisfying from a read-the-rules standpoint, and makes the game designer feel good. They offer players ready options they can use with little thought, promoting fast game play. But as discussed in the thread GM Dave posted in, having more than 3-4 available power options slows the human brain down and limits our ability to be imaginative. Powers by their very nature limits thinking outside the box. And once there is a power to do that GM Dave does above, the option suddenly becomes unavailable for everyone else as a stunt - "Hey I paid for that power - its not fair that he can do it just on the spur of the moment".</p><p></p><p>Clearly, the balance lies somewhere in the middle - the issue is just where. Traditionally, spellcasters in DnD have used powers, mundane characters stunts or nothing at all. I felt 4E was too power-oriented. It was a part of their drive towards class balance, but ended up with everyone on the same limited palette. Games like White Wolf's MAGE (edition 1-2 at least) were at the other end of the spectrum - each use of magic could turn into a rules debate.</p><p></p><p>Where does your balance pint lie, and what tricks, rules,and methods have you come up with to get the best of both ways?</p></blockquote><p></p>
[QUOTE="Starfox, post: 5910774, member: 2303"] Quoted from another thread: What I want to discuss here is how the balance should be between pre-described exact-by-game-terms powers and improvisational spur-of-the-moment stunts. In other words, should what GM Dave describes here be a power written on the character sheet, or just an invention of the moment? There are arguments for each approach. Powers are satisfying from a read-the-rules standpoint, and makes the game designer feel good. They offer players ready options they can use with little thought, promoting fast game play. But as discussed in the thread GM Dave posted in, having more than 3-4 available power options slows the human brain down and limits our ability to be imaginative. Powers by their very nature limits thinking outside the box. And once there is a power to do that GM Dave does above, the option suddenly becomes unavailable for everyone else as a stunt - "Hey I paid for that power - its not fair that he can do it just on the spur of the moment". Clearly, the balance lies somewhere in the middle - the issue is just where. Traditionally, spellcasters in DnD have used powers, mundane characters stunts or nothing at all. I felt 4E was too power-oriented. It was a part of their drive towards class balance, but ended up with everyone on the same limited palette. Games like White Wolf's MAGE (edition 1-2 at least) were at the other end of the spectrum - each use of magic could turn into a rules debate. Where does your balance pint lie, and what tricks, rules,and methods have you come up with to get the best of both ways? [/QUOTE]
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