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Schleiermacher
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Post by Schleiermacher »

ACOS:
ACOS wrote: [A]s long as there is incentive to increase his ability, and the game continues to allow those increases, then the player is still going to continue to try to increase his ability. This is just the nature of human motivation. This isn't some failure of moral character on the part of the player; this is just the player playing the game the way that the game tells him to play it.

And then we have you sitting there saying that the player has some sort of ethical responsibility to impose his own arbitrary limit on his character's advancement based on your personal aesthetic tastes.
I think you're misunderstanding me. I don't want anyone to "impose their own arbitrary limit" on their character's advancement, I just want them to respect the benchmarks that are provided by the game even if those benchmarks aren't enforced by hard caps. That is, to "play the game the way that the game tells you to play it." If the game doesn't provide any such guidelines, all bets are off.
If a stat of "16" is what you want to be "good enough", that's fine; but you need to play games wherein that is actually viable (in which case, post-6th-level D&D is certainly not the game for you).
I have to wonder if there's something about this point that makes it invisible to you guys, because I repeat it in every post and nobody seems to notice it:
me wrote:
me wrote:
If a game doesn't have sufficient benchmarks to give you context for the stats and what particular numbers mean, then none of the above applies. Notably this describes all editions of D&D.


(Emphasis in the original, but re-emphasised to be more legible in a quote tag.)

I also said I think that's a bit annoying, but ultimately not a big deal and something you just deal with by adopting a relativist and accumulatory mindset -just like you're saying. In a more consistent game, the owlbears and hyena men would be statted with reference to the exact same benchmarks and everything would fit together neatly, but if we're talking D&D spesifically they're not and they don't and that is, ultimately, okay.
In other words, I know this issue isn't relevant in D&D and I'm not trying to apply it to D&D. I'm talking about games like M&M, GURPS, Champions and After Sundown.

Dogbert:
Dogbert wrote: Alas, this is d&d we're talking about. Challenges scale with level, so unless you keep devoting resources on a skill in order to keep it "level relevant," it becomes obsolete and your investment is wasted. You only get so many chargen resources, so if you're going to keep investing, you might as well aim for being the best you can be at that.
See above, but also, since your point applies to other games than just D&D: Challenges don't scale with level, that's precisely backward. That's what leads to 4e-style unclimbable trees and 25th level orcs. Rather, your level increasing allows you to take on a greater span of challenges (and eventually drops some challenges below your radar.) Challenges other than mirror-image contests in your field of specialization exist and lower-level challenges don't cease to exist just because you've nominally outgrown them, so depending on the ability in question, precisely because you have limited resources to design your character with there are many degrees of investment worth considering between"none" and "all-in".

On that note:
All of these, however, are phoney VAH solutions that depend on the GMing arbitrarily nerfing the Bard so you don't feel small in the pants, and so irrelevant for an actual discussion of a system.


What does any of that have to do with the GM nerfing the Bard?? Seriously, that's complete moon logic to me. Those are all just examples of situations where the specialist might not be willing or able to act on your behalf (or you might not be willing to include them in the loop) and you have to do the job yourself. They're all initiated by the players. You don't mean to tell me that characters in your games never learn anything that they don't immediately share with the rest of the group, pursue personal projects independently or disagree about what to do?
I think what Souran is talking about is niches. Your Justice League can have two guys who run fast, but only one gets to be The Flash, and only one gets the bragging rights and title as "fastest man alive" that brings.
Yes. I don't disagree with that, I don't see why you think I would? That's precisely what I've been talking about. Flash is the Fastest Man Alive. Superman and Wonder Woman are also fast, sometimes even fast enough to make Flash work for his title belt, and they get a lot of mileage (hur hur) out of their speed, but they don't have his connection to the Speed Force so they shouldn't be as fast as him or able to pull the tricks he does. If their players build them so they can, or Superman suddenly starts vibrating through walls solely because his player had spare xp, the collaborative fiction is undermined and rules and story no longer support each other. Then everyone gets annoyed at Superman's player.
Flash is a cop and can do some basic detective work (and decent forensics), but such little bit of trivia was only relevant in one out of 20 issues of the New 52 Justice League. If that was a game, I don't need my GMing skills or my HR skills to tell you Flash' player would feel cheated by now about having wasted resources in something that would turn out to be completely irrelevant. Most non-basket weaving players would in that situation.
Well, this is really two separate discussions. Probably, in a supers game, background skills like that should come from their own earmarked pool -Flash's forensics skills certainly shouldn't come at the expense of running slower or being easier to hit, that's just poor game design. But whether they do or not, if his player wants to play a police scientist, Barry Allen should have those skills to support his concept. And I think if the player decided to make a police mechanic instead purely because that cost less skill points to put on his character sheet, that would be putting the cart before the horse. (As much as I like Wally...)

I'm not against optimization, I encourage it and engage in it, but you fit the build to the concept, not the concept to the build.[/i]
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Post by Kaelik »

Schleiermacher wrote:I have to wonder if there's something about this point that makes it invisible to you guys, because I repeat it in every post and nobody seems to notice it:
me wrote: If a game doesn't have sufficient benchmarks to give you context for the stats and what particular numbers mean, then none of the above applies. Notably this describes all editions of D&D.
If I had to guess, I would say that it is "invisible" because people read that and assume you must mean something completely different because D&D is literally the game that gives you the absolute best benchmarks of any game that has ever existed.

So when you call for benchmarks but decry D&D for not having them, we have no idea what you could possibly mean by that.
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Post by Schleiermacher »

[quote="Kaelik]

If I had to guess, I would say that it is "invisible" because people read that and assume you must mean something completely different because D&D is literally the game that gives you the absolute best benchmarks of any game that has ever existed.

So when you call for benchmarks but decry D&D for not having them, we have no idea what you could possibly mean by that.[/quote]

Okay... time for more self-quoting.
You could derive such benchmarks in 3.x, which is extensive and consistent enough to give you a framework to build on, but you'd have to change a lot of DCs and monster writeups to avoid absurd results that way. It's probably more workable to just embrace relativism.
Or if you prefer, the benchmarks are there but many monsters, NPCs and abilities disregard them. For example:

- A zombie is an animated corpse whose dead flesh is tough and resistant to injury. It has a Natural Armor bonus of +2, equivalent to leather armor. A ghoul is the same but intelligent, and also has +2 Natural Armor. So far so good. Meanwhile a flesh golem is an animated assembly of corpses whose dead flesh is tough and resistant to injury, and has a Natural Armor bonus of... +10? Huh. Even if it's magically reinforced, magically reinforced leather armor at best gives a +7 bonus, and a spellcaster who couldn't make better than +2 leather armor (for a +4 bonus) can still make a flesh golem. What gives?

- We know that D&D characters gain Charles Atlas superpowers as they gain levels, allowing them to increase their ability scores to superhuman levels even before overt magic enters the picture. We can a lso agree that by level 8, characters have left human limits well and truly behind. So we could say that the ability score benchmark for peak "realistic" human ability is 19 (18+1.) If I don't misremember the carrying capacity table that's about right in terms of weightlifting, too. So the strongest man in the world who's not a mythic hero has a Strength of 19. However, you know what else has a Strength of 19? A black bear. No human who ever lived is as strong as a black bear, one of those stats simply has to be wrong.

- A wolf has Spot and Listen modifiers of +3. A guard dog has +5. A first-level human with above-average wisdom or the Alertness feat has +6. A keen but far from outstanding watchman has sharper senses than a guard dog or a wolf?

I could go on like this for pages upon pages but this is probably dry enough already and I think my point is made.
Last edited by Schleiermacher on Wed Sep 24, 2014 12:58 pm, edited 1 time in total.
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Post by fectin »

Schleiermacher wrote:No human who ever lived is as strong as a black bear
[citation needed]
Schleiermacher wrote:A wolf has Spot and Listen modifiers of +3. A guard dog has +5. A first-level human with above-average wisdom or the Alertness feat has +6. A keen but far from outstanding watchman has sharper senses than a guard dog or a wolf?
Yes, that's correct.
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Post by Pixels »

Here's the thing. Even if you take magic out of the equation, 18 is not the human maximum. Folks get a stat point every 4 levels, so even a baseline human has a strength between 3 and 21 by level 12. Your fighter with 18 strength at level 1 is a guy with enormous potential and a lot of training under his belt, but he has a ways to go before he could claim the title of strongest.

But considering D&D is used mostly as a power fantasy, it should surprise nobody that players want their characters to be the best. The sword-slingingest, the lock-pickingest, the demon-summoningest, or the cock-tossingest guy ever. People will want that delicious 18 on their sheet.

It is not terribly unusual, even just by the dice. Getting at least one 18 on 4d6 drop lowest is bit better than a 1 in 11 chance. If you actually rolled for the hundreds (thousands? tens of thousands?) of adventurers wandering your campaign world, there be quite a few barbarians with 18 strength, wizards with 18 intelligence, and clerics with 18 wisdom. Heck, you're more likely to roll an 18 than to have blue eyes.

If that bothers you, there are decent ways to balance against the desire for specialization. D&D even has a few built-in, of which point buy is the most topical for the present thread of discussion. I do not think I have ever taken an 18 in point buy. The opportunity cost is just too high. I lose out on too much constitution, dexterity, and the token dusting of other stats to stop Beefcake McSwordSucker from being a drooling idiot or Robey McWandStroker from collapsing under the weight of his spellbook.
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Post by Schleiermacher »

Here's the thing. Even if you take magic out of the equation, 18 is not the human maximum. Folks get a stat point every 4 levels, so even a baseline human has a strength between 3 and 21 by level 12.
That's true, but if you don't interpret that as high-level characters becoming superhuman by Charles Atlas Superpower then things get even weirder, with "peak unenhanced" humans running around with 23 Strength and hundreds of hit points, being stronger than gorillas and tougher than elephants.

Balance reasons are completely beside the point, it bothers me for setting consistency and simulation reasons.
Last edited by Schleiermacher on Wed Sep 24, 2014 5:47 pm, edited 1 time in total.
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Post by Covent »

Schleiermacher wrote:
Here's the thing. Even if you take magic out of the equation, 18 is not the human maximum. Folks get a stat point every 4 levels, so even a baseline human has a strength between 3 and 21 by level 12.
That's true, but if you don't interpret that as high-level characters becoming superhuman by Charles Atlas Superpower then things get even weirder, with "peak unenhanced" humans running around with 23 Strength and hundreds of hit points, being stronger than gorillas and tougher than elephants.

Balance reasons are completely beside the point, it bothers me for setting consistency and simulation reasons.
Ah.

I would posit that D&D 3.0/3.5/Pathfinder are not games that engage in simulation and instead focus on game balance via extensive documentation. The level of balance achieved varies from category to category however I doubt simulation was a design goal, and if it was it is a failed one, in my opinion.
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Post by OgreBattle »

If I'm understanding this correctly, Schleiermacher is saying that the justification D&D writers use is often "but its realistic this way", so he's pointing out all of the ways that a low level character can break 'realizms'.

So Schleiermacher is saying that either D&D conforms to their words that a level 1 character is 'realistic', or cut the bullshit and just openly embrace PC's strangling gorillas and tracking better than bloodhounds
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Post by ACOS »

Schleiermacher wrote: I think you're misunderstanding me.
[...]
In other words, I know this issue isn't relevant in D&D and I'm not trying to apply it to D&D. I'm talking about games like M&M, GURPS, Champions and After Sundown.
It seems that you are correct. I'll cede that point.

That being said ....
I don't want anyone to "impose their own arbitrary limit" on their character's advancement, I just want them to respect the benchmarks that are provided by the game even if those benchmarks aren't enforced by hard caps. That is, to "play the game the way that the game tells you to play it." If the game doesn't provide any such guidelines, all bets are off.
... I'm not sure where you're expectations are coming from. In all those games that you just listed, as far as I understand them, you eventually turn in to a Super (that is, if you don't start off as one to begin with).
Benchmarks are all fine and well; but if the game lets you continue open-ended advancement, then those benchmarks are meaningless. But you appear to be making the specific argument that players should stay within a certain range around these "benchmarks" without the game or the MC imposing a hard cap - this is the very definition of expecting the players to self-impose their own limits; and in a game where the advancement is fairly open-ended, this limit is indeed arbitrary.

What I'm saying is that, despite the arguments that you have presented, your problem is with the game, not the players.
Except you appear to putting the onus of limits on the players; and the way you've laid it out makes it look like you have a problem with the player.

Unless OgreBattle is 100% correct, and I have failed reading comprehension.
I'm sure he has the core of your issue; but you've got a whole lot of other stuff going on in your arguments as well.
Last edited by ACOS on Wed Sep 24, 2014 8:38 pm, edited 1 time in total.
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Post by Kaelik »

Schleiermacher wrote:- A zombie is an animated corpse whose dead flesh is tough and resistant to injury. It has a Natural Armor bonus of +2, equivalent to leather armor. A ghoul is the same but intelligent, and also has +2 Natural Armor. So far so good. Meanwhile a flesh golem is an animated assembly of corpses whose dead flesh is tough and resistant to injury, and has a Natural Armor bonus of... +10? Huh. Even if it's magically reinforced, magically reinforced leather armor at best gives a +7 bonus, and a spellcaster who couldn't make better than +2 leather armor (for a +4 bonus) can still make a flesh golem. What gives?
Yeah see... That is something completely unrelated to benchmarks. Completely unrelated. Not at all what most people think about Benchmarks. Most people don't think zombie flesh has any relation to golem casing in a benchmarked system.
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Post by OgreBattle »

Kaelik wrote: Yeah see... That is something completely unrelated to benchmarks. Completely unrelated. Not at all what most people think about Benchmarks. Most people don't think zombie flesh has any relation to golem casing in a benchmarked system.
I think it's about giving more consistency to the fiction behind the numbers. Say in Warhammer, an armor save of 6+ means lightly armored, so a lightly armored ogre and a lightly armored goblin both have a 6+ save. The ogre is more durable due to his toughness and wounds stats being higher though. Warhammer is not a stellar example of great rules there's still meaning behind the numbers so if I say "toughness 4, 4+ sv" people will go "that's a plate armored chaos warrior or orc in heavy armor with a shield", those numbers tell me it's the stats of something beefy and armored.

If the 'numbers had concrete meaning', the construct-made-from-dead-humans and zombie-human would both have the same leathery-skin armor class but then the flesh golem is tougher because he has a lot more hitpoints. Or the flesh golem should have an entry in its description talking about how its deadguy skin and muscles are now harder than steel due to the spooky magic of making one.
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Post by Aryxbez »

Since this regards SKR's latest Kickstarter game "The Five Moons", figure I'll ask it here (though just good question to ask in general). What's the best way to go about playtesting a Tabletop RPG? Especially if you're going to run a game with you friends doing so as well.

My vague guesses are to try and run it as straight as possible, jot down problems that come into play, and seek to avoid anecdotal incidents that blotted the Pathfinder "playtest". Though otherwise I'm aware there are things can just do by yourself to finding flaws in a game.
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Post by ...You Lost Me »

Find a bunch of benchmark challenges for characters of a given power level. Run a representative sample of characters at that power level through all the challenges. Bonus points for doing it with parties.
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Post by Leress »

Always try to break shit.
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Post by ishy »

It depends, what do you hope to achieve with your play testing?

If you're running it with friends, you probably already finished most of your testing. Try to notice what assumptions they make and what stuff they avoid or what someone is confused about.

- Edit: here is an interesting article about one of the dangers of play testing with friends
Last edited by ishy on Sat Sep 27, 2014 5:05 pm, edited 1 time in total.
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Post by Aryxbez »

Alright, all good advice so far (hell yeah, break stuff!)
...You Lost Me wrote:Bonus points for doing it with parties.
Do you think this is doable with friends? I'd assume they'd all have to be on the same page for that to work, otherwise mix of character quality could skew the results? As well that you want to run multiple types of parties for this SGT of sorts?
ishy wrote:It depends, what do you hope to achieve with your play testing?
I'm thinking it would be to see how various abilities actually play out in actual play (though its not required, sometimes its important). Have more eyes to spot rules that are vague/poorly-worded, style of the gameplay at its fullest experience, and seeing how far the game can be stretched to its limit. I hope to give actual data that would conductive to improving the game, and none of that PF-Marketing stunt BS.

Also, the article was fairly interesting, so I should expect characters to be possibly be wildly divergent in quality, and see how that effects the game? As well encouraging them to play many types of characters, to see how those go as well?
If you're running it with friends, you probably already finished most of your testing.
That makes sense, as it would need to be in a more playable model at that point. In this case, the game would be SKR's Five Moons, is there anything different there? Does it mean that most of the "testing" will be done personally, and not put into play with a group/friends? Should there be a concern that our feedback will be limited to what it can change?
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Post by OgreBattle »

For something like a tabletop game, what I get out of playtesting is seeing how quickly somebody can pick up the rules. The biggest hurdle to any tabletop game is just getting new recruits into your game.

Then see if they're playing it as the creator intended. If they're not playing it as the creator intended it could be that the rulesbook didn't convey something well, or the game unintentionally favors one method over another. Sometimes accidents can work though, and the game creators can then adopt it to their game.

And of course generating word of mouth buzz is also good for a new game, and playtests can help that.

Also here's a new blog entry on "Say goodbye to Vancian magic!"

https://fivemoonsrpg.wordpress.com/2014 ... ian-magic/
Last edited by OgreBattle on Sun Sep 28, 2014 11:16 pm, edited 2 times in total.
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Post by rapa-nui »

fectin wrote:citation needed
Not that I really care too much about the argument for the sake of a fantasy game, but...

Wikipedia cites (Brown 1993) for the following (emphasis mine):

"Black bears are highly dexterous, being capable of opening screw-top jars and manipulating door latches. They also have great physical strength. Even bear cubs have been known to turn over flat-shaped rocks weighing 310 to 325 pounds (141 to 147 kg) by flipping them over with a single foreleg."

I imagine an adult is easily much more dangerous than even the most steroid-enhanced human male. I mean, I've been told chimps can easily overpower even extremely fit humans, and a bear is in another category.

The one possible exception that I would be willing to consider is a human being born with a deletion in the myostatin gene. Such a person might be able to fend of a chimp, and if he trained/juiced maybe even a black bear.

Moving on...
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Post by erik »

rapa-nui wrote:"Black bears are highly dexterous, being capable of opening screw-top jars and manipulating door latches. They also have great physical strength. Even bear cubs have been known to turn over flat-shaped rocks weighing 310 to 325 pounds (141 to 147 kg) by flipping them over with a single foreleg."

Moving on...
Not so fast! You brought it back up so it's yer fault this thing wasn't left on the floor.
http://en.wikipedia.org/wiki/Leg_press wrote: As the (diagonal) leg press involves pushing a weight along an inclined track, rather than lifting it vertically, it is possible for strength trainers to press very heavy weights, compared to the weight they might use for other exercises. For example, bodybuilder Ronnie Coleman is featured in videos wherein he leg presses 2,300 pounds (1,043 kg) for a full eight repetitions. This significantly exceeds world records for the squat, which are 485 kg (1069 lb) unequipped and 575 kg (1268 lb) with supportive equipment.[1]
When I was like a ~100 pound wimp in highschool I could still leg press 450lb with just one leg.

Anywho, flipping over a moderately heavy stone with one limb doesn't close the book. The bear cub is well within human limits. I don't know at what age they were calling it from cub to adult. Obviously you aren't suggesting this guy was flippin a hundred and fifty kilos.

Image

(bawwww!)

Black bears have tremendous variation in size, regionally and even seasonally. From the same wikipedia article on the American Black Bear:
http://en.wikipedia.org/wiki/American_black_bear wrote:Adult bears Adult males typically weigh between 57–250 kg (126–551 lb), while females weigh 33% less at 41–170 kg (90–375 lb). In the state of California, studies have indicated that the average mass is 86 kg (190 lb) in adult males and 58 kg (128 lb) in adult females.
But the largest adult black bear was like 1,100 pounds per same article. For all I know that cub was larger than an average adult male.

Could the strongest human leg press or squat more than an average male black bear? Probably. Now could the fastest human outrun a black bear? Nope. Unlike any level 1 Barbarian with the Run or Dash feats.
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Post by Aryxbez »

OgreBattle wrote: Also here's a new blog entry on "Say goodbye to Vancian magic!"

https://fivemoonsrpg.wordpress.com/2014 ... ian-magic/
Ah yes, I'm re-quoting this for other Denners to check out. I'm not too deep on the notions of "15min workdays" & all its complicated intricacies. So how valid is a system where your abilities are At-will, and you have a Daily resource to spend on any of those powers to upgrade them, or deliver a different effect? Taking out the notion of increasing pt costs, it seems like the 4th edition Psionics framework. Which, while that was bad, doesn't mean this might be bad, but how workable is the model, and what are the pitfalls, or inadvertent consequences of this?

I.E. it was summarized as: "All classes have at-will abilities balanced for the character level you get them, plus the option to boost them a limited number of times per day (5/day) for different or greater effects."
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

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Post by Red_Rob »

So you mean you every class gets At-will effects that do something fairly boring and then a few times Daily you can do something more powerful?

Where have I heard that before?
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Post by rapa-nui »

erik wrote:Now could the fastest human outrun a black bear? Nope. Unlike any level 1 Barbarian with the Run or Dash feats.
Well, once someone "takes a level" they are effectively outside of the realm of the real. Your other points are worth considering, although I really don't think any human could overpower a healthy adult black bear. There are a few videos on you tube of a bear knocking a (pretty average) guy around, and the bear was just playing.

Again, just looking at what chimps can do (~2-3x average human once adjusted for size) gives you a good benchmark for the sheer force output that a bear could generate.
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Post by Seerow »

it seems like the 4th edition Psionics framework
It seems like it because it is basically exactly that. Dressed up in names more familiar from 3e/Pathfinder to disguise that, but it is basically exactly 4e psionics.
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Aryxbez
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Post by Aryxbez »

Seerow wrote: It seems like it because it is basically exactly that. Dressed up in names more familiar from 3e/Pathfinder to disguise that, but it is basically exactly 4e psionics.
Which case, what would be the problems exactly with that? Far as I recall, it had the issue of crappy powers so only one mattered, increased tier costs in points, so it'd encourage you to Nova your points away, and was otherwise a worse paradigm to what the rest of the classes in 4th edition were offering.

Though I am concerned with the example powers given, as their double costs aren't that interesting, and if can spend more than one, cause people to burn their resource for piddly crap. So hopefully that'll get amended, won't be able to spend more than one point in a given instance, so to prevent burning through resources too quickly. As well that the powers themselves will be worth using so not just spamming only one At-will ever. Another note-worthy concern is that SKR intends to make a FEAT that increases your "Boosts" allotment...Feat tax anyone?

I'd also like to hear how this will worsen the "5-15 minute" Workday problem, as it seems it will do.
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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Foxwarrior
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Post by Foxwarrior »

The 15 minute workday problem might not actually be a big deal if the Boosts are so small that people don't even notice when they've run out.
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