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<blockquote data-quote="AbdulAlhazred" data-source="post: 5591520" data-attributes="member: 82106"><p>Yeah, so it is basically 1e level choice.That wears thin.</p><p></p><p>I think it is OK to start out with limited choices and make the choices you do get a bit more significant and have less of them. I still want to have some. I think the ideal might be something like a couple core classes per 'source', but have just say 3 sources, the gods, the earth, and the elements. Put most other things into theme-like packages, so you can be an Earth Binder (warlock), Divine Binder (Invoker), or Elemental Binder (Sorcerer), etc. All your standard character concepts are now 'themes'. You don't really need general feats, but you can offer some skill advancement + a utility power type feats that give you access to your non-combat abilities. Race could help determine things like which ability scores go into which defenses and open up automatic access to certain 'cultures' which could give you access to racial type stuff. </p><p></p><p>You wouldn't need a LOT of powers. Your source/class would determine manifestations of powers, some could be limited to specific classes. Roles can and would exist but need not be specific, any element might potentially appeal to a character emphasizing damage, control, etc. with damage/other riders from whatever elements (culture would be a good one).</p><p></p><p>Get rid of stat bumps, remove all +level d20 entirely. You can run around in your dad's beat up plate armor all game from 1 to 30. You'll just get the equivalent of an enhancement bonus (+5 per 5 levels) to attacks and defenses. Now you actually can run different level PCs together. The big bad high level monsters will beat on the low level guys, but their ACs and whatnot don't go up that much either, they are just tougher, hit lower level people somewhat better, and do more damage.</p><p></p><p>Not only would there be a generally reduction in number of powers, but there would be some tactical streamlining. Reduce all the off-turn action stuff to one action per round. Attacks gain damage bonus as you level up, you don't have to constantly swap, though you may pick up an added trick now and again. A fighter can have a lowly 4-5 standard options, but can pick up some nice general physical skill feat bonuses that let them jump around and all. Wizards can use theirs to gain swaps so they can use different powers or change damage types, etc. </p><p></p><p>Most conditions will be encounter length, but they will be rare and significant. Solo monsters will simply be designed to be only slightly hampered by each condition or somesuch. Tactics will very definitely still exist, defenses can vary a bit more than they do now between the ranks, individual battles tend to resolve quickly with one or two tactics solidly employed making them fairly decisive. They can run 4-5 rounds, and with only a few choices players need not linger overly. Bigger more interesting set piece encounters will feel like a bit faster version of 4e combat with big thrills, cliffhangers, etc. </p><p></p><p>Items will needless to say lack enhancement bonus, they will instead basically be legendary type items and fun stuff. Magic items won't be necessary, but will be usable by both sides, so the DM can easily adjust monster levels or add some items to them. This can feel a LOT more like 1e but without the DM feeling compelled to deck out the players to any specific degree.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5591520, member: 82106"] Yeah, so it is basically 1e level choice.That wears thin. I think it is OK to start out with limited choices and make the choices you do get a bit more significant and have less of them. I still want to have some. I think the ideal might be something like a couple core classes per 'source', but have just say 3 sources, the gods, the earth, and the elements. Put most other things into theme-like packages, so you can be an Earth Binder (warlock), Divine Binder (Invoker), or Elemental Binder (Sorcerer), etc. All your standard character concepts are now 'themes'. You don't really need general feats, but you can offer some skill advancement + a utility power type feats that give you access to your non-combat abilities. Race could help determine things like which ability scores go into which defenses and open up automatic access to certain 'cultures' which could give you access to racial type stuff. You wouldn't need a LOT of powers. Your source/class would determine manifestations of powers, some could be limited to specific classes. Roles can and would exist but need not be specific, any element might potentially appeal to a character emphasizing damage, control, etc. with damage/other riders from whatever elements (culture would be a good one). Get rid of stat bumps, remove all +level d20 entirely. You can run around in your dad's beat up plate armor all game from 1 to 30. You'll just get the equivalent of an enhancement bonus (+5 per 5 levels) to attacks and defenses. Now you actually can run different level PCs together. The big bad high level monsters will beat on the low level guys, but their ACs and whatnot don't go up that much either, they are just tougher, hit lower level people somewhat better, and do more damage. Not only would there be a generally reduction in number of powers, but there would be some tactical streamlining. Reduce all the off-turn action stuff to one action per round. Attacks gain damage bonus as you level up, you don't have to constantly swap, though you may pick up an added trick now and again. A fighter can have a lowly 4-5 standard options, but can pick up some nice general physical skill feat bonuses that let them jump around and all. Wizards can use theirs to gain swaps so they can use different powers or change damage types, etc. Most conditions will be encounter length, but they will be rare and significant. Solo monsters will simply be designed to be only slightly hampered by each condition or somesuch. Tactics will very definitely still exist, defenses can vary a bit more than they do now between the ranks, individual battles tend to resolve quickly with one or two tactics solidly employed making them fairly decisive. They can run 4-5 rounds, and with only a few choices players need not linger overly. Bigger more interesting set piece encounters will feel like a bit faster version of 4e combat with big thrills, cliffhangers, etc. Items will needless to say lack enhancement bonus, they will instead basically be legendary type items and fun stuff. Magic items won't be necessary, but will be usable by both sides, so the DM can easily adjust monster levels or add some items to them. This can feel a LOT more like 1e but without the DM feeling compelled to deck out the players to any specific degree. [/QUOTE]
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