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General Tabletop Discussion
*Pathfinder & Starfinder
Why is the Vancian system still so popular?
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<blockquote data-quote="innerdude" data-source="post: 5885646" data-attributes="member: 85870"><p>I would LOVE a system like this, applied equally to all classes. Every class has a "resource" (willpower, fatigue, focus) that they can apply to the things their class is good at. Apply more power now for more powerful effects, but leave yourself vulnerable down the road. </p><p></p><p>There's no "daily" effects, only effects you can use within your power "pool" constraints. </p><p></p><p>Every class is using a point / mana system, but maybe martial classes get more "at will" effects that don't require points, while casters get some potentially more powerful effects, but require more points to spend. </p><p></p><p>But here's the problem . . . this isn't going to "feel like D&D" to a lot of people. An elegant, fun, interesting solution that rewards good play, provides interesting resource management, and can easily be placed into the mechanical / fluff contexts necessary for a "believable" world. </p><p></p><p>But it won't "feel like D&D." So the designers won't use it. </p><p></p><p>Vancian magic is never going to be a 100%, foolproof, "have your cake and eat it too" mechanic. There's simply too much baggage, history, and general "process" behind it. Thus, why are we trying to make something "Vancian" out of some nod to "tradition," when the circumstances seem to dictate that the optimal solution is to go another direction?</p></blockquote><p></p>
[QUOTE="innerdude, post: 5885646, member: 85870"] I would LOVE a system like this, applied equally to all classes. Every class has a "resource" (willpower, fatigue, focus) that they can apply to the things their class is good at. Apply more power now for more powerful effects, but leave yourself vulnerable down the road. There's no "daily" effects, only effects you can use within your power "pool" constraints. Every class is using a point / mana system, but maybe martial classes get more "at will" effects that don't require points, while casters get some potentially more powerful effects, but require more points to spend. But here's the problem . . . this isn't going to "feel like D&D" to a lot of people. An elegant, fun, interesting solution that rewards good play, provides interesting resource management, and can easily be placed into the mechanical / fluff contexts necessary for a "believable" world. But it won't "feel like D&D." So the designers won't use it. Vancian magic is never going to be a 100%, foolproof, "have your cake and eat it too" mechanic. There's simply too much baggage, history, and general "process" behind it. Thus, why are we trying to make something "Vancian" out of some nod to "tradition," when the circumstances seem to dictate that the optimal solution is to go another direction? [/QUOTE]
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Why is the Vancian system still so popular?
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