tag:blogger.com,1999:blog-34834473.post4709597078064391219..comments2023-08-28T08:23:06.845-04:00Comments on Scrolls of the PlatinumWarlock: In Which The Warlock Needs Larzuk to Socket his Weapon...A.P. Kloskyhttp://www.blogger.com/profile/09719352533858966154noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-34834473.post-342488533942542282011-05-27T07:20:02.560-04:002011-05-27T07:20:02.560-04:00I would have replied earlier, but Google/Blogger&#...I would have replied earlier, but Google/Blogger's been having some issues regarding staying 'signed in' to make comments.<br /><br />Mutants and Masterminds 3e works in a similar fashion, though is much more convoluted than my idea, as their options aren't on a table so much as spread out through paragraphs of text.<br /><br />With your hero-creation points, you first pick up ranks of powers, which you can then modify in various ways. If you wanted to make Black Canary's "sonic scream", you'd pick up a Blast power, then modify it to be a Cone, which also Deafens (Affliction) and knocks foes back. If you wanted Superman's heat vision, you'd take that same blast, add the Heat/Fire descriptor, and add some Utility properties (to weld things together, or melt objects/catch them aflame).<br /><br />I feel like the damage issue wouldn't be too hateful due to the opportunity cost involved. If the party only deals damage, with no marking/control/healing effects, they essentially become a walking group of glass cannons. If they go first and if they hit early and often, yes, they may breeze through the encounter. But, if even one or two people miss, and the monsters are left standing, the encounter can quickly become a swiftly-sinking ship.<br /><br />Plus, while it'd be difficult to keep the tournament-players balanced, it'd be no different than combinations of various Magic: the Gathering cards. And hell, there'd be less of those than there would cards! <br /><br />Thanks for the comments, guys!PlatinumWarlockhttp://platinumwarlock.blogspot.comnoreply@blogger.comtag:blogger.com,1999:blog-34834473.post-91182308375105951932011-05-26T20:51:54.603-04:002011-05-26T20:51:54.603-04:00Thunderforge has the right of it, and you touched ...Thunderforge has the right of it, and you touched on it as well. It'd be too hard to keep the munchkins in line; tournaments would be out of the question entirely. But I feel like for a casual gamer, it needn't be that way. Just customize your character and play. The only way I could see you balance it is that certain tables to choose from impose penalties. The table with extra 8 or so would inflict a substantial penalty on the player, maybe reduce him by a healing surge, max hp, or even defenses or skills.<br /><br />Overall, it reminds me a touch of <a href="http://www.magickagame.com/Game%20Info/The%20Elements" rel="nofollow">Magicka</a>, and that's Not a Bad Thing...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-34834473.post-14695339290680475502011-05-26T12:33:12.035-04:002011-05-26T12:33:12.035-04:00Actually, your proposed idea reminds me a lot of t...Actually, your proposed idea reminds me a lot of the HERO system. Admittedly I've never actually tried it, but as I understand it, superpowers are built in much the same way you have described. You pick a power level, and a point buy system lets you decide how many effects you want to tack on to a certain superpower. Granted, there are a WHOLE heck of a lot more options for powers in HERO than the six you mentioned up there for D&D. But it seems to basically be the same principle. Whether that's a good or bad thing is up to each individual I suppose.<br /><br />I could see pros and cons to this theory. For one, it could be a lot easier to create upper tier characters from scratch (since you just have to make X number of At-Will, Y-number of Encounter, and Z-number of Daily powers without worrying about lower level powers) and presumably players would have a better idea of how they work. <br /><br />On the other hand, it would be far more difficult to keep certain combinations from getting out of control. Right now, when one power is over-powered, they errata the power. Imagine how messy it would be to errata if one power effect was generally fine, but over-powered in certain combinations. <br /><br />Another issue is that it would really throw a monkey wrench into the difficulty level. A party full of characters with powers with the "Deal an extra d8 damage" option would perhaps breeze through encounters far more easily than a party full of powers that push an enemy. I think already there's a bit of a difficult making published encounters challenging for optimized, yet winnable for sub-optimal characters. The gap might grow much bigger with this as well.<br /><br />I'm not sure that either issue is an insurmountable problem, but I think it would take bigger changes than Wizards is willing to make in order to pull it off correctly. But who knows?Thunderforgenoreply@blogger.com