Post by anarkeith on Jan 21, 2011 13:37:53 GMT -5
Both Randy and Adam had good insights on scaling and scaling issues. Adam asked why a player wouldn't just throw all his resources into a single attack. And Randy wanted to know how the system would work at higher levels, or with a mismatch between PC and monster (I'm paraphrasing both of them.)
For weapon-based combat, "A player is limited to spending points equal to, or less than, the highest value card allowed at their character’s level on any one heroic attack." So, it wouldn't be possible to expend all of one's resources in one "blast". The maximum is mathematically equal (in theory) to a 4e D&D daily power, without the artificial "daily" limit.
I didn't subject spell-casters to the same limit, on the grounds that building spells could be an expensive thing from a resource standpoint anyway, and any spell that dealt a lot of damage and/or had a lot of effects was likely to chew up a lot of the caster's resources. There's a functional limit, but that doesn't preclude the all-out blast. Adam's concern was that there wasn't a motivation for a caster not to use an all-out blast.
As a player, I wouldn't ever automatically use an all-out blast, but perhaps the system does need safeguards to prevent that being an automatic (or mathematically most-effective) choice.
One option Adam suggested was that spells have "levels", and that higher level spells have a point-levy attached to them. Since I want to keep the system modular, and not have to make lists of spells (the point of the system being that players are free to make their own, although some spells may be "found" in the game world as scrolls and whatnot), it seems best to associate such a levy with the points expended by the caster.
For example (and this is for illustration, not calculated as balanced with the system), a player casting a five-point spell would have to pay one extra point for the scale of the spell (total, six points). A six-point spell would need to add two (total, eight points). And so on.
Looking at existing 3e and 4e spells, I could base the levy on the level assigned to those types of spells. By stat'ing out a few example spells, I could determine where, and how much, levy would be appropriate.
My ultimate goal is to use the existing 4e mathematical structure, but to replace the hierarchy of defined powers with something simpler, yet flexible enough to be involving for the player who desires a more tactical and calculating experience.
For weapon-based combat, "A player is limited to spending points equal to, or less than, the highest value card allowed at their character’s level on any one heroic attack." So, it wouldn't be possible to expend all of one's resources in one "blast". The maximum is mathematically equal (in theory) to a 4e D&D daily power, without the artificial "daily" limit.
I didn't subject spell-casters to the same limit, on the grounds that building spells could be an expensive thing from a resource standpoint anyway, and any spell that dealt a lot of damage and/or had a lot of effects was likely to chew up a lot of the caster's resources. There's a functional limit, but that doesn't preclude the all-out blast. Adam's concern was that there wasn't a motivation for a caster not to use an all-out blast.
As a player, I wouldn't ever automatically use an all-out blast, but perhaps the system does need safeguards to prevent that being an automatic (or mathematically most-effective) choice.
One option Adam suggested was that spells have "levels", and that higher level spells have a point-levy attached to them. Since I want to keep the system modular, and not have to make lists of spells (the point of the system being that players are free to make their own, although some spells may be "found" in the game world as scrolls and whatnot), it seems best to associate such a levy with the points expended by the caster.
For example (and this is for illustration, not calculated as balanced with the system), a player casting a five-point spell would have to pay one extra point for the scale of the spell (total, six points). A six-point spell would need to add two (total, eight points). And so on.
Looking at existing 3e and 4e spells, I could base the levy on the level assigned to those types of spells. By stat'ing out a few example spells, I could determine where, and how much, levy would be appropriate.
My ultimate goal is to use the existing 4e mathematical structure, but to replace the hierarchy of defined powers with something simpler, yet flexible enough to be involving for the player who desires a more tactical and calculating experience.