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<blockquote data-quote="Herremann the Wise" data-source="post: 5721245" data-attributes="member: 11300"><p>My categorization regards exploits, powers, spells etc. as they are specifically linked to a particular power source. In essence, wizards don't do exploits and non-arcane people don't do arcane magic. The field of knowledge and experience though is far wider open as defined by the rules. If a player utilizes their PC's in game experiences or the capacities at their PCs command, then that is utilizing the rules to good effect as far as I see. I think you might be stretching a little here to try and prove your point.</p><p></p><p>Narratively speaking things to do with mundane issues such as knowledge and swinging swords is the least restrictive (anyone can achieve such things although martial exploits (as in martial "powers") are equally restrictive as other "powers". Dealing with and controlling the arcane is also more restrictive in terms of the rules. You cannot just say that your character can perform magical acts. You need to have a mechanical basis for it - such as choosing a multiclassing feat or having access to the "arcane power source".</p><p></p><p>Having knowledge is fine. Having arcane power is mechanically and narratively a different kettle of fish.</p><p></p><p>To clarify, the above 5 campaigns (3.x, PF, 2 x 4e and a Traveller) are RAW. We have houseruled previous campaigns and I allude to our next 4e campaign being a heavily houseruled one. </p><p></p><p>It's not. I have given upthread the 3 things I intend to change next campaign. However, in terms of discussion on this thread and the natural effect of following the rules as written, the issues raised still stand.</p><p></p><p>It is the rules governing the way surges are used that is the problem, not necessarily the surges in and of themselves. </p><p></p><p>The thing is, I'm thinking we actually agree. <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=":)" /></p><p>You identified the exact same issue that BRG, BryonD, myself and others identified (as well as an obvious houserule to deal with it); it is just the way we each go about dealing with that issue that differs. You deal with it your way, I deal with it by playing RAW but modifying the severity of my damage descriptions to maintain the narrative consistency my group wants.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5721245, member: 11300"] My categorization regards exploits, powers, spells etc. as they are specifically linked to a particular power source. In essence, wizards don't do exploits and non-arcane people don't do arcane magic. The field of knowledge and experience though is far wider open as defined by the rules. If a player utilizes their PC's in game experiences or the capacities at their PCs command, then that is utilizing the rules to good effect as far as I see. I think you might be stretching a little here to try and prove your point. Narratively speaking things to do with mundane issues such as knowledge and swinging swords is the least restrictive (anyone can achieve such things although martial exploits (as in martial "powers") are equally restrictive as other "powers". Dealing with and controlling the arcane is also more restrictive in terms of the rules. You cannot just say that your character can perform magical acts. You need to have a mechanical basis for it - such as choosing a multiclassing feat or having access to the "arcane power source". Having knowledge is fine. Having arcane power is mechanically and narratively a different kettle of fish. To clarify, the above 5 campaigns (3.x, PF, 2 x 4e and a Traveller) are RAW. We have houseruled previous campaigns and I allude to our next 4e campaign being a heavily houseruled one. It's not. I have given upthread the 3 things I intend to change next campaign. However, in terms of discussion on this thread and the natural effect of following the rules as written, the issues raised still stand. It is the rules governing the way surges are used that is the problem, not necessarily the surges in and of themselves. The thing is, I'm thinking we actually agree. :) You identified the exact same issue that BRG, BryonD, myself and others identified (as well as an obvious houserule to deal with it); it is just the way we each go about dealing with that issue that differs. You deal with it your way, I deal with it by playing RAW but modifying the severity of my damage descriptions to maintain the narrative consistency my group wants. Best Regards Herremann the Wise [/QUOTE]
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