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General Tabletop Discussion
*Dungeons & Dragons
With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Tony Vargas" data-source="post: 5995247" data-attributes="member: 996"><p>There's still some potential shreds in how you define a given power. For instance, in some old Champions! campaign I was in, one PC had 'luck based powers,' one of which was an EB that was defined as 'something heavy happens to fall on the enemy.' It wasn't /always/ a piano, but it tended to be. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Anyway, whenever he used that power, it worked as directed, but implied some stuff going on behind the scenes.</p><p> </p><p>Hero gives you advantages and limitations that let you customize your power, mechanically. So you wouldn't just define your power that pulls people towards you as 'taunts,' you'd take some point-saving 'limitations' on it - they have to hear you and understand your language, or you have to make a PRE check to activate the power, or whatever, and it'd play by the way it's written up. Hero has a provision for 'minor' bonus/penalties based on special effect, but generally goes by the mechanics.</p><p></p><p>4e, OTOH, goes by the mechanics, while games that aren't effects-based, at all, like pre-3e D&D (even 3e had /some/ effects-based stuff, like katanas being masterwork bastard swords), go by the mechanics from which the effects are inextricable. </p><p></p><p>I doubt the exact terminology, even if a bit more precise, would have made that big a difference. The edition war needed talking points, and if they were suitable, they'd have been picked up, if not, others would have been.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5995247, member: 996"] There's still some potential shreds in how you define a given power. For instance, in some old Champions! campaign I was in, one PC had 'luck based powers,' one of which was an EB that was defined as 'something heavy happens to fall on the enemy.' It wasn't /always/ a piano, but it tended to be. ;) Anyway, whenever he used that power, it worked as directed, but implied some stuff going on behind the scenes. Hero gives you advantages and limitations that let you customize your power, mechanically. So you wouldn't just define your power that pulls people towards you as 'taunts,' you'd take some point-saving 'limitations' on it - they have to hear you and understand your language, or you have to make a PRE check to activate the power, or whatever, and it'd play by the way it's written up. Hero has a provision for 'minor' bonus/penalties based on special effect, but generally goes by the mechanics. 4e, OTOH, goes by the mechanics, while games that aren't effects-based, at all, like pre-3e D&D (even 3e had /some/ effects-based stuff, like katanas being masterwork bastard swords), go by the mechanics from which the effects are inextricable. I doubt the exact terminology, even if a bit more precise, would have made that big a difference. The edition war needed talking points, and if they were suitable, they'd have been picked up, if not, others would have been. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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