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General Tabletop Discussion
*Pathfinder & Starfinder
Tightening the Connection between Fiction and Powers Mechanics
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<blockquote data-quote="I'm A Banana" data-source="post: 5748192" data-attributes="member: 2067"><p>I agree! </p><p></p><p>I'm leery of re-introducing components, though. They didn't seem to add much to the feel of playing a spellcaster, aside from a few extra ways to harass them. I'm also a bit against adding in yet more interruptions and cascading attacks, though I don't mind arcane powers being "risky" (most already are "disruptable": they are ranged or area attacks, which provoke when used in melee). </p><p></p><p>I do like the idea of linking mechanics to power source a bit more securely so...</p><p></p><ul> <li data-xf-list-type="ul"> <strong>Martial Power</strong>: Martial Power doesn't have "daily" abilities. Martial powers are reliable, and they are consistent, but they lack the spike damage.</li> <li data-xf-list-type="ul"> <strong>Arcane Power</strong>: Arcane Power doesn't have "at-will" abilities. Arcane power is very significant, but less dependable, forcing arcane characters to use caution when expending their few spells. </li> <li data-xf-list-type="ul"> <strong>Divine Power</strong>: Divine Power works in a semi-random fashion. The exact powers you have at your disposal may change each day (or each encounter, or each round), and you can "earn" more mighty powers with certain activities. For instance, if you worship the sun god, engaging your enemies at high noon may give your powers more of a boost than engaging them in the middle of the night. </li> <li data-xf-list-type="ul"> <strong>Psionic Power</strong>: Psionic power works on a "mana pool" mechanic, where you can use an at-will, encounter, or daily "version" of a power, depending on how many PPs you want to invest in its use. Overall, psionics are consistent with other classes, but they can "go nova" more effectively. Of course, if they do, they are at reduced power (at-will abilities are effectively free). </li> <li data-xf-list-type="ul"> <strong>Primal Power</strong>: Primal power affects what is already present. It can't call fire or lightning out of nothing, but it can direct the fire or lightning that is already present to your own will. Primal effects are transmutations and alterations, subtly affecting the world around them. Primal effects depend on external conditions: using storm powers with heavy cloud cover is more effective than using sun powers during the same weather. </li> <li data-xf-list-type="ul"> <strong>Shadow Power</strong>: Shadow power is a corruption of another power source, and works much like a dark reflection of that power source. Martial shadow abilities may be more chaotic and extreme. Arcane shadow abilities may be more consistent, a slow creep of power. Divine shadow abilities may give a character more control over their powers, while psionic shadow abilities offer a great well of power, at a high price. Primal shadow abilities corrput the world, sapping life and essence from it. </li> </ul><p></p><p>Anyway, I think it's a good goal to add back into the game some of the differences in powers and classes.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5748192, member: 2067"] I agree! I'm leery of re-introducing components, though. They didn't seem to add much to the feel of playing a spellcaster, aside from a few extra ways to harass them. I'm also a bit against adding in yet more interruptions and cascading attacks, though I don't mind arcane powers being "risky" (most already are "disruptable": they are ranged or area attacks, which provoke when used in melee). I do like the idea of linking mechanics to power source a bit more securely so... [LIST] [*] [B]Martial Power[/B]: Martial Power doesn't have "daily" abilities. Martial powers are reliable, and they are consistent, but they lack the spike damage. [*] [B]Arcane Power[/B]: Arcane Power doesn't have "at-will" abilities. Arcane power is very significant, but less dependable, forcing arcane characters to use caution when expending their few spells. [*] [B]Divine Power[/B]: Divine Power works in a semi-random fashion. The exact powers you have at your disposal may change each day (or each encounter, or each round), and you can "earn" more mighty powers with certain activities. For instance, if you worship the sun god, engaging your enemies at high noon may give your powers more of a boost than engaging them in the middle of the night. [*] [B]Psionic Power[/B]: Psionic power works on a "mana pool" mechanic, where you can use an at-will, encounter, or daily "version" of a power, depending on how many PPs you want to invest in its use. Overall, psionics are consistent with other classes, but they can "go nova" more effectively. Of course, if they do, they are at reduced power (at-will abilities are effectively free). [*] [B]Primal Power[/B]: Primal power affects what is already present. It can't call fire or lightning out of nothing, but it can direct the fire or lightning that is already present to your own will. Primal effects are transmutations and alterations, subtly affecting the world around them. Primal effects depend on external conditions: using storm powers with heavy cloud cover is more effective than using sun powers during the same weather. [*] [B]Shadow Power[/B]: Shadow power is a corruption of another power source, and works much like a dark reflection of that power source. Martial shadow abilities may be more chaotic and extreme. Arcane shadow abilities may be more consistent, a slow creep of power. Divine shadow abilities may give a character more control over their powers, while psionic shadow abilities offer a great well of power, at a high price. Primal shadow abilities corrput the world, sapping life and essence from it. [/LIST] Anyway, I think it's a good goal to add back into the game some of the differences in powers and classes. [/QUOTE]
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