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What Are These D&D 5E Notes In Monte Cook Games' Numenera Shipments?
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<blockquote data-quote="NaturalZero" data-source="post: 7771968" data-attributes="member: 55705"><p>Right, but dipping into your Might pool to do special stuff still comes at the cost of your basic "hp" while the other 2 archetypes don't have to worry about it. The fact that Edge reduces the effect and that it's not as bad at higher level is cool, but it still is a basic issue and seems like a fundamental flaw in a system which is theoretically pretty basic. </p><p></p><p></p><p></p><p>I really don't mind extraordinary things drawing on a limited resource or being tied into one system but i think the way it was handled felt sort of half-tweaked. If everything really did draw from single pool, that would be little more fair across the 3 archetypes, but what you wind up with is a Might character not really being able to tap into Intellect and Speed in many cases, while the Intellect and Speed immediately benefits from their chosen pool AND the Might pool. You could have resource management and have a single system without making it as lopsided.</p><p></p><p></p><p></p><p>I think people who are experienced and mechanics-conscious are going to be more likely to notice mechanical issues instead of just focusing on character concepts and open roleplay. This is basically the same thing that happens in DnD when new stuff comes out. The mechanics guys will recognize that the beast master ranger is underpowered while the person who loves dogs will just be excited to have a dog, not noticing or caring that the option is subpar. Nether way is badwrongfun, but there's no reason we can't aim to have something balanced for those who care about mechanics and flavorful for those just want to jump into roleplay.</p></blockquote><p></p>
[QUOTE="NaturalZero, post: 7771968, member: 55705"] Right, but dipping into your Might pool to do special stuff still comes at the cost of your basic "hp" while the other 2 archetypes don't have to worry about it. The fact that Edge reduces the effect and that it's not as bad at higher level is cool, but it still is a basic issue and seems like a fundamental flaw in a system which is theoretically pretty basic. I really don't mind extraordinary things drawing on a limited resource or being tied into one system but i think the way it was handled felt sort of half-tweaked. If everything really did draw from single pool, that would be little more fair across the 3 archetypes, but what you wind up with is a Might character not really being able to tap into Intellect and Speed in many cases, while the Intellect and Speed immediately benefits from their chosen pool AND the Might pool. You could have resource management and have a single system without making it as lopsided. I think people who are experienced and mechanics-conscious are going to be more likely to notice mechanical issues instead of just focusing on character concepts and open roleplay. This is basically the same thing that happens in DnD when new stuff comes out. The mechanics guys will recognize that the beast master ranger is underpowered while the person who loves dogs will just be excited to have a dog, not noticing or caring that the option is subpar. Nether way is badwrongfun, but there's no reason we can't aim to have something balanced for those who care about mechanics and flavorful for those just want to jump into roleplay. [/QUOTE]
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