MoogleEmpMog
First Post
Between the frenetically hyperbolic choices and the rather limited list of mechanics discussed, I didn't actually answer the poll.
To address the mechanics listed here:
AFFILIATIONS
Could go either way.
DEVOTION FEATS
Don't have Complete Champion.
DIVINE FEATS
Should die, along with turn undead as it currently exists. Redesigned as the core of the per-encounter maneuvers for the cleric class, most would be fine.
MANEUVERS
Are actually way too clunky and exceptions-based for my tastes, much like D&D spells and Exalted Charms. But, they're less clunky and exceptions-based than either of those two, and seem to occupy a similar design space to spells. So, I hope the maneuver system replaces the spell system, since D&D is pretty much always going to have a clunky, exceptions-based mechanic of some type.
Other new mechanics:
INVOCATIONS AND ELDRITCH BLAST (Complete Arcane)
Meh. They seemed really cool in contrast to what had come before, but between CM Reserve Feats, Bo9S Maneuvers and SWSE Force powers, there have been too many better implementations of per encounter and at will casting.
RESERVE FEATS (Complete Mage)
Awesome and win. Admittedly, they're being incorporated into the core rules without the need for a feat patch.
RETRAINING (PHB2)
Excellent idea and very helpful, especially for players who prefer 'organic' character growth to planning in advance.
DAMAGE SAVE (True20, Mutants and Masterminds)
MASSIVE fail. I love M&M to death, but this system makes me hesitate when I take it off the shelf and think about using it for a campaign.
SAGA-STYLE SKILLS (Star Wars Saga Edition)
Big improvement. Cleaner and faster for the GM, allows for heroic action rather than one person riding awesomely and the rest just failing, allows for nonheroic characters to actually be good at skills.
To address the mechanics listed here:
AFFILIATIONS
Could go either way.
DEVOTION FEATS
Don't have Complete Champion.
DIVINE FEATS
Should die, along with turn undead as it currently exists. Redesigned as the core of the per-encounter maneuvers for the cleric class, most would be fine.
MANEUVERS
Are actually way too clunky and exceptions-based for my tastes, much like D&D spells and Exalted Charms. But, they're less clunky and exceptions-based than either of those two, and seem to occupy a similar design space to spells. So, I hope the maneuver system replaces the spell system, since D&D is pretty much always going to have a clunky, exceptions-based mechanic of some type.
Other new mechanics:
INVOCATIONS AND ELDRITCH BLAST (Complete Arcane)
Meh. They seemed really cool in contrast to what had come before, but between CM Reserve Feats, Bo9S Maneuvers and SWSE Force powers, there have been too many better implementations of per encounter and at will casting.
RESERVE FEATS (Complete Mage)
Awesome and win. Admittedly, they're being incorporated into the core rules without the need for a feat patch.
RETRAINING (PHB2)
Excellent idea and very helpful, especially for players who prefer 'organic' character growth to planning in advance.
DAMAGE SAVE (True20, Mutants and Masterminds)
MASSIVE fail. I love M&M to death, but this system makes me hesitate when I take it off the shelf and think about using it for a campaign.
SAGA-STYLE SKILLS (Star Wars Saga Edition)
Big improvement. Cleaner and faster for the GM, allows for heroic action rather than one person riding awesomely and the rest just failing, allows for nonheroic characters to actually be good at skills.
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