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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6793790" data-attributes="member: 82106"><p>I must have missed this thread previously. I've done a lot of hacking on my own '4e', and it touches on a lot of these points in various ways.</p><p></p><p><strong>ability scores</strong></p><p>Solution here was to obliterate penalties, so the lowest possible adjustment is 0, and the highest is +5. We also felt it necessary to have a special category beyond +5, "Godlike" which in effect allows for infinite unmatchable capability in that ability. We divvy up these adjustments with adventurers having a base +2 in each stat. You can take 5 points worth of increase, and its possible to reduce a stat by 1 or 2 points. This allows for up to 2 maximized stats, 5 +3s and a +2, etc. In effect this gives you +3 as roughly the baseline for an adventurer, with +4 being quite good, and +5 obviously being spectacular. I'd also note that there's something of an assumption of 'scaling' here, you can't get bonuses above +5, but that doesn't mean a giant isn't any stronger than the strongest hero, just that beyond a certain point it doesn't 'help'. You still can't win an arm wrestling contest against said giant, he can just toss you aside. </p><p></p><p></p><p><strong>B - EVERYBODY'S A PSION! or ENCOUNTER POINTS</strong></p><p></p><p>Here the concept was a little different. Instead of HS, AP, and perhaps other sorts of points, like PP, there is simply one pool of hero points. You can activate a 'daily' power using one, or a bonus action, or heal your surge value (or whatever else things HS work for in 4e). Its just simpler and it allows for more interesting trade offs. Encounter powers remain as-is, though you could certainly allow for their recharge using a hero point since they should be strictly inferior to 'daily' powers. I'd note that in our play we've made daily powers both less common, and a little more potent. If you break one out, the results will be interesting, not a dud. </p><p></p><p>Finally I'd note that we don't have ability score increases either. What you start with is what you get, though it isn't impossible to achieve an increase of a point. This both cuts scaling problems that 4e has greatly, and makes ability scores closer to their intent, RP metrics that help you understand the things that your character can do well, not just added bennies you pick up as you level.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6793790, member: 82106"] I must have missed this thread previously. I've done a lot of hacking on my own '4e', and it touches on a lot of these points in various ways. [b]ability scores[/b] Solution here was to obliterate penalties, so the lowest possible adjustment is 0, and the highest is +5. We also felt it necessary to have a special category beyond +5, "Godlike" which in effect allows for infinite unmatchable capability in that ability. We divvy up these adjustments with adventurers having a base +2 in each stat. You can take 5 points worth of increase, and its possible to reduce a stat by 1 or 2 points. This allows for up to 2 maximized stats, 5 +3s and a +2, etc. In effect this gives you +3 as roughly the baseline for an adventurer, with +4 being quite good, and +5 obviously being spectacular. I'd also note that there's something of an assumption of 'scaling' here, you can't get bonuses above +5, but that doesn't mean a giant isn't any stronger than the strongest hero, just that beyond a certain point it doesn't 'help'. You still can't win an arm wrestling contest against said giant, he can just toss you aside. [B]B - EVERYBODY'S A PSION! or ENCOUNTER POINTS[/B] Here the concept was a little different. Instead of HS, AP, and perhaps other sorts of points, like PP, there is simply one pool of hero points. You can activate a 'daily' power using one, or a bonus action, or heal your surge value (or whatever else things HS work for in 4e). Its just simpler and it allows for more interesting trade offs. Encounter powers remain as-is, though you could certainly allow for their recharge using a hero point since they should be strictly inferior to 'daily' powers. I'd note that in our play we've made daily powers both less common, and a little more potent. If you break one out, the results will be interesting, not a dud. Finally I'd note that we don't have ability score increases either. What you start with is what you get, though it isn't impossible to achieve an increase of a point. This both cuts scaling problems that 4e has greatly, and makes ability scores closer to their intent, RP metrics that help you understand the things that your character can do well, not just added bennies you pick up as you level. [/QUOTE]
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