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<blockquote data-quote="Toras" data-source="post: 4265882" data-attributes="member: 13626"><p>I will agree that having a limit to magic is something that is largely a specific concept, but I've always though it as magic having specific flow and pattern. To construct a spell requires energy, and your god will grant you all the power he/she feels that you are worthy of/or can handle. If you use that to prepare Flamestrikes that is left to your wisdom. </p><p></p><p>Admitted I would have preferred spell points, but I think that is straying from topic. </p><p></p><p>I understand that is what they are supposed to replicate, but this seems like I can only use the super move when it is dramatically appropriate. It requires genre awareness in a sense, and if they are simply circumstances why wouldn't I try to replicate those circumnstances were ever possible. Aka, if I have an unstoppable supermove, why do I not use it early and often? If it was simply a trick that would only work on 1 opponent or one group of opponents because once you saw it it wouldn't work on you anymore, I could see that but that's not how it works and it certainly doesn't explain dailies.</p><p></p><p></p><p>I as a player can understand the balance issues, but while the others have at least some semi-reasonable argument for running out of ...energy of a type, martial seems like the one that stretches things beyond the wierd into the absurd. And I play roleplaying games to be immersive, why is my fighter the only one who breaks the fourth wall for his powers? </p><p></p><p>Why didn't they just have a number of conditional powers for martial? If you are attacked, you can Dodge, Parry, or Block...That sort of thing I know they wanted to go universal on the mechanics, but sometimes you just can't.</p></blockquote><p></p>
[QUOTE="Toras, post: 4265882, member: 13626"] I will agree that having a limit to magic is something that is largely a specific concept, but I've always though it as magic having specific flow and pattern. To construct a spell requires energy, and your god will grant you all the power he/she feels that you are worthy of/or can handle. If you use that to prepare Flamestrikes that is left to your wisdom. Admitted I would have preferred spell points, but I think that is straying from topic. I understand that is what they are supposed to replicate, but this seems like I can only use the super move when it is dramatically appropriate. It requires genre awareness in a sense, and if they are simply circumstances why wouldn't I try to replicate those circumnstances were ever possible. Aka, if I have an unstoppable supermove, why do I not use it early and often? If it was simply a trick that would only work on 1 opponent or one group of opponents because once you saw it it wouldn't work on you anymore, I could see that but that's not how it works and it certainly doesn't explain dailies. I as a player can understand the balance issues, but while the others have at least some semi-reasonable argument for running out of ...energy of a type, martial seems like the one that stretches things beyond the wierd into the absurd. And I play roleplaying games to be immersive, why is my fighter the only one who breaks the fourth wall for his powers? Why didn't they just have a number of conditional powers for martial? If you are attacked, you can Dodge, Parry, or Block...That sort of thing I know they wanted to go universal on the mechanics, but sometimes you just can't. [/QUOTE]
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