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[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9143255" data-attributes="member: 7040132"><p>Truly mundane superhero stories work because writing teams have complete narrative control to make it work. It's the Batman effect. Batman works because he was written to work. Okoye, Black Widow, and Hawkeye have advanced technology to support their combat skills. That correlates to magic items in D&D. Captain America is enhanced to have super high stats across the board, and somehow his shield always does what he wants. New Captain America isn't enhanced and works because the writers say it works. The characters can be written really well and be noble and have great character development, but they have plot armor to get them through the day.</p><p></p><p>This can be weird to some when implemented in games. Especially when some of the best ways to mirror those abilities as they appear in comics or shows is a shared storytelling narrative mechanic that just lets the player use an expendable narrative resource to say "I do this cool thing and it works" or "For me, these monsters count as minions so no matter how tough others think they are, my one strike/arrow kills them." Some people don't like that, especially if they prefer non-minion rules where the monsters have more HP than a single strike can defeat.</p><p></p><p>Ideas to help mundane heroes?</p><ul> <li data-xf-list-type="ul">Relying more on minion rules, and giving mundane characters more AoE/multiattack options can help level the playing field. (If a caster uses an AoE on minions, that is a lot of overkill damage). </li> <li data-xf-list-type="ul">Any ability that enables auto-successes or "take 10" effects help mundane folk be more reliable.</li> <li data-xf-list-type="ul">Introducing more player-narrative control rules can help. Lucky and Heroic Advantage are a big obvious ones. </li> </ul></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9143255, member: 7040132"] Truly mundane superhero stories work because writing teams have complete narrative control to make it work. It's the Batman effect. Batman works because he was written to work. Okoye, Black Widow, and Hawkeye have advanced technology to support their combat skills. That correlates to magic items in D&D. Captain America is enhanced to have super high stats across the board, and somehow his shield always does what he wants. New Captain America isn't enhanced and works because the writers say it works. The characters can be written really well and be noble and have great character development, but they have plot armor to get them through the day. This can be weird to some when implemented in games. Especially when some of the best ways to mirror those abilities as they appear in comics or shows is a shared storytelling narrative mechanic that just lets the player use an expendable narrative resource to say "I do this cool thing and it works" or "For me, these monsters count as minions so no matter how tough others think they are, my one strike/arrow kills them." Some people don't like that, especially if they prefer non-minion rules where the monsters have more HP than a single strike can defeat. Ideas to help mundane heroes? [LIST] [*]Relying more on minion rules, and giving mundane characters more AoE/multiattack options can help level the playing field. (If a caster uses an AoE on minions, that is a lot of overkill damage). [*]Any ability that enables auto-successes or "take 10" effects help mundane folk be more reliable. [*]Introducing more player-narrative control rules can help. Lucky and Heroic Advantage are a big obvious ones. [/LIST] [/QUOTE]
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[+] Ways to fix the caster / non-caster gap
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