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*Pathfinder & Starfinder
Why is the Vancian system still so popular?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5889594" data-attributes="member: 54877"><p>I did something similar with my hybrid Fantasy Hero/D&D/homebrew combat mix several years ago. Once you go there, it is also handy to leverage the Hero "burnout" mechanic instead of slots. That is, the upper ends of that die roll you mentioned can give you some nifty extras, but the lower end can give you some nasty side effects. You don't want it balanced 50/50 for nifty/nasty, but a little bit of nasty on the lower end gives ones pause.</p><p> </p><p>Note that a nasty effect still allows this attempt to work. You hit for normal damage, but damage your sword in the process. Oops. You hit for normal damage, but burn out your magic missile conduit in the process, recharge only on rest. And so forth. Now you don't have to track slots at all, or even worry about pacing with at-will, encounter, 5 minutes, scene, daily, adventure, power points, etc. during the fight. Those only matter on recharge once something goes down or is damaged. Thus, a "daily" power is one that you can use at-will, same as any other, but any nasty results that diminish or burnout that power stay until the next major rest.</p><p> </p><p>Ideally, such a system would also come with an option to let the player choose whether to risk the nasty for the nifty, or not. So in a short skirmish with a couple of orcs, the fighter can choose to use normal attacks and not risk any such damage. Go for the extras in a tough fight, risk the drawbacks--your choice.</p><p> </p><p>In previous versions, this wouldn't work well in D&D, because about all a fighter had to fall back on was extra weapons. (That is, a wizard risks burning out a particular spell, while the fighter risk burning out his main weapon, there not being anything else attached to the weapon to burn out instead.) But in something built with 4E-style "powers", but balanced for repeatable "encounter" or "daily" options, this can work. Alternately, weapon usage or something else can be expanded to embody such effects, so that the fighter has multiple options to risk for such rewards. Perhaps "maneuvers" as they have discussed.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5889594, member: 54877"] I did something similar with my hybrid Fantasy Hero/D&D/homebrew combat mix several years ago. Once you go there, it is also handy to leverage the Hero "burnout" mechanic instead of slots. That is, the upper ends of that die roll you mentioned can give you some nifty extras, but the lower end can give you some nasty side effects. You don't want it balanced 50/50 for nifty/nasty, but a little bit of nasty on the lower end gives ones pause. Note that a nasty effect still allows this attempt to work. You hit for normal damage, but damage your sword in the process. Oops. You hit for normal damage, but burn out your magic missile conduit in the process, recharge only on rest. And so forth. Now you don't have to track slots at all, or even worry about pacing with at-will, encounter, 5 minutes, scene, daily, adventure, power points, etc. during the fight. Those only matter on recharge once something goes down or is damaged. Thus, a "daily" power is one that you can use at-will, same as any other, but any nasty results that diminish or burnout that power stay until the next major rest. Ideally, such a system would also come with an option to let the player choose whether to risk the nasty for the nifty, or not. So in a short skirmish with a couple of orcs, the fighter can choose to use normal attacks and not risk any such damage. Go for the extras in a tough fight, risk the drawbacks--your choice. In previous versions, this wouldn't work well in D&D, because about all a fighter had to fall back on was extra weapons. (That is, a wizard risks burning out a particular spell, while the fighter risk burning out his main weapon, there not being anything else attached to the weapon to burn out instead.) But in something built with 4E-style "powers", but balanced for repeatable "encounter" or "daily" options, this can work. Alternately, weapon usage or something else can be expanded to embody such effects, so that the fighter has multiple options to risk for such rewards. Perhaps "maneuvers" as they have discussed. [/QUOTE]
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Why is the Vancian system still so popular?
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