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	<title>Comments on: The 4th Power Project: Core Design Elements</title>
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	<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Chris Dias</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66903</link>
		<dc:creator>Chris Dias</dc:creator>
		<pubDate>Thu, 24 Sep 2009 08:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66903</guid>
		<description>There is actually a 4th Edition Cyberpunk game in the works by the same makers of Amethyst.  It&#039;s called NeuroSpasta and it also works as a 4th Edition modern game.  It&#039;s going through testing now...</description>
		<content:encoded><![CDATA[<p>There is actually a 4th Edition Cyberpunk game in the works by the same makers of Amethyst.  It&#8217;s called NeuroSpasta and it also works as a 4th Edition modern game.  It&#8217;s going through testing now&#8230;</p>
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		<title>By: Jamie Smith</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66902</link>
		<dc:creator>Jamie Smith</dc:creator>
		<pubDate>Wed, 23 Sep 2009 05:45:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66902</guid>
		<description>Nothing of real substance to add, other than the fact that I am eagerly looking forward to more along these lines - I&#039;ve been tempted, after starting up Champions Online, to try and do some sort of superhero version of 4th edition rules. This could end up close enough, though.
.-= Jamie Smith&#180;s last blog ..&lt;a href=&quot;http://gamingstl.blogspot.com/2009/09/first-time-for-everything.html&quot; rel=&quot;nofollow&quot;&gt;First Time for Everything&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Nothing of real substance to add, other than the fact that I am eagerly looking forward to more along these lines &#8211; I&#8217;ve been tempted, after starting up Champions Online, to try and do some sort of superhero version of 4th edition rules. This could end up close enough, though.<br />
.-= Jamie Smith&#180;s last blog ..<a href="http://gamingstl.blogspot.com/2009/09/first-time-for-everything.html" rel="nofollow">First Time for Everything</a> =-.</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66901</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Mon, 21 Sep 2009 19:16:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66901</guid>
		<description>CharlesWK: Considering I came up with skill powers before I read that article, expect something along those lines :) Tactical combat without battlemap is possible (at higher tiers) but may not be the focus. We&#039;ll see when I get there!

Tonester: Ultimately, you&#039;re describing a problem with any system with Levels, but there definitely will be some advice for transitioning between tiers, just as there are similar discussions for 4e.</description>
		<content:encoded><![CDATA[<p>CharlesWK: Considering I came up with skill powers before I read that article, expect something along those lines <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Tactical combat without battlemap is possible (at higher tiers) but may not be the focus. We&#8217;ll see when I get there!</p>
<p>Tonester: Ultimately, you&#8217;re describing a problem with any system with Levels, but there definitely will be some advice for transitioning between tiers, just as there are similar discussions for 4e.</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66900</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Mon, 21 Sep 2009 13:59:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66900</guid>
		<description>An idea I had a while back for a more abstract combat system was to change the turn from detailing specific actions over a couple seconds to focusing on the characters Tactics over a longer (maybe 10-15 second) turn.

It would start with basic areas: Engage Melee, Engage Ranged, Full Evasion, things like that. With training/feats, these tactics would expand or offer new options.</description>
		<content:encoded><![CDATA[<p>An idea I had a while back for a more abstract combat system was to change the turn from detailing specific actions over a couple seconds to focusing on the characters Tactics over a longer (maybe 10-15 second) turn.</p>
<p>It would start with basic areas: Engage Melee, Engage Ranged, Full Evasion, things like that. With training/feats, these tactics would expand or offer new options.</p>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66899</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Mon, 21 Sep 2009 12:58:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66899</guid>
		<description>@CharlesWK:  I will let Dave answer for his own ideas, but I believe you&#039;ll be disappointed if you&#039;re hoping this will translate the tactics and dynamics of 4E combat to a Modern setting.  For one it&#039;s dropping the battle mat entirely which eliminates much of 4E&#039;s tactical considerations right there.

Obviously I&#039;m helping Dave some with at least the brainstorming for this project, and I imagine I&#039;ll be playtesting it too, so it&#039;s great to read everyone&#039;s comments here and thank you all for the input!</description>
		<content:encoded><![CDATA[<p>@CharlesWK:  I will let Dave answer for his own ideas, but I believe you&#8217;ll be disappointed if you&#8217;re hoping this will translate the tactics and dynamics of 4E combat to a Modern setting.  For one it&#8217;s dropping the battle mat entirely which eliminates much of 4E&#8217;s tactical considerations right there.</p>
<p>Obviously I&#8217;m helping Dave some with at least the brainstorming for this project, and I imagine I&#8217;ll be playtesting it too, so it&#8217;s great to read everyone&#8217;s comments here and thank you all for the input!</p>
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		<title>By: Tonester</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66898</link>
		<dc:creator>Tonester</dc:creator>
		<pubDate>Mon, 21 Sep 2009 11:46:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66898</guid>
		<description>Dave - very much looking forward to seeing what you come up with.  As you know, class design (especially when it comes to differentiating the mechanics of classes as much as possible) is my specialty.

One of the things that I think will be most challenging is going to having some sort of gradual introduction to upper tiers of play.  I understand the motivation in separating them this way, but it might be very difficult to make it so cut and dry to where players, seemingly overnight, go from ordinary to extraordinary and get introduced to a handful of new mechanics.

I know nothing about d20 Modern but I&#039;m a bit bored of the fantasy setting.  Josh and I have been talking about wanting to play a sci-fi or modern setting for quite some time.
.-= Tonester&#180;s last blog ..&lt;a href=&quot;http://www.jezjo.com/?p=653&quot; rel=&quot;nofollow&quot;&gt;Threadless Tshirt Giveaway at jaypeeonline.net&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Dave &#8211; very much looking forward to seeing what you come up with.  As you know, class design (especially when it comes to differentiating the mechanics of classes as much as possible) is my specialty.</p>
<p>One of the things that I think will be most challenging is going to having some sort of gradual introduction to upper tiers of play.  I understand the motivation in separating them this way, but it might be very difficult to make it so cut and dry to where players, seemingly overnight, go from ordinary to extraordinary and get introduced to a handful of new mechanics.</p>
<p>I know nothing about d20 Modern but I&#8217;m a bit bored of the fantasy setting.  Josh and I have been talking about wanting to play a sci-fi or modern setting for quite some time.<br />
.-= Tonester&#180;s last blog ..<a href="http://www.jezjo.com/?p=653" rel="nofollow">Threadless Tshirt Giveaway at jaypeeonline.net</a> =-.</p>
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		<title>By: CharlesWK</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66897</link>
		<dc:creator>CharlesWK</dc:creator>
		<pubDate>Sun, 20 Sep 2009 21:24:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66897</guid>
		<description>I&#039;m definitely going to pay close attention to this. I like the tactical and dynamic feel of 4e combat, and would love to see it in a Modern or better yet SciFi/Cyberpunk setting.

On the issue of Healing Surges I certainly agree with the idea that they need to be changed somehow, but limiting them or HP might prove to be problematic. In Modern games there is always the impulse to make it realistic so that taking a single bullet is incapacitating or lethal, but don&#039;t for get that taking a single sword blow or arrow is just as deadly. Realism for realism&#039;s sake has been a trend in Video Games, particularly First Person Shooters, for a while and it doesn&#039;t necessarily translate into more fun, look at how prevalent the mechanic of regenerating health is in the most popular FPSs on consoles and PCs.  Healing Surges serve the same function, and changing or eliminating them could drastically change not only how lethal combat is, but how dynamic and fun combat is.

One thing that I&#039;d suggest be lifted almost wholesale from 4e is the recently released Skill based Utility Powers, on top of a selection of Powers based on Class, Skill based power could add a lot to the level of customization and specialization.

I can&#039;t wait see what you come up with!</description>
		<content:encoded><![CDATA[<p>I&#8217;m definitely going to pay close attention to this. I like the tactical and dynamic feel of 4e combat, and would love to see it in a Modern or better yet SciFi/Cyberpunk setting.</p>
<p>On the issue of Healing Surges I certainly agree with the idea that they need to be changed somehow, but limiting them or HP might prove to be problematic. In Modern games there is always the impulse to make it realistic so that taking a single bullet is incapacitating or lethal, but don&#8217;t for get that taking a single sword blow or arrow is just as deadly. Realism for realism&#8217;s sake has been a trend in Video Games, particularly First Person Shooters, for a while and it doesn&#8217;t necessarily translate into more fun, look at how prevalent the mechanic of regenerating health is in the most popular FPSs on consoles and PCs.  Healing Surges serve the same function, and changing or eliminating them could drastically change not only how lethal combat is, but how dynamic and fun combat is.</p>
<p>One thing that I&#8217;d suggest be lifted almost wholesale from 4e is the recently released Skill based Utility Powers, on top of a selection of Powers based on Class, Skill based power could add a lot to the level of customization and specialization.</p>
<p>I can&#8217;t wait see what you come up with!</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66896</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Sun, 20 Sep 2009 14:36:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66896</guid>
		<description>Wow! Lots of good stuff to talk about here.

Carey: A lot of systems do combine them, but healing surges tend to be used more as a measure of fatigue whereas action points are used to do cool things. Combining them may still be the answer, but I&#039;d have to think about it.

zaha: Amateur, Professional, and Legendary sound great to me! Officially adopted for now.

Aenar: Yeah, the more I think about it, the more I like using temporary hit points as &quot;vitality&quot; and HP as actual &quot;wounds&quot; (roughly.)

Brian: Our approaches aren&#039;t too far off... next Friday I plan to post the classes and would love your feedback on them, and I&#039;ll follow up with you.

Hawke: I see what you&#039;re saying, but the per scene/per session end up having a few different effects in game play. Per Scene especially, if there&#039;s a Per Scene healing power it can&#039;t just be used over and over to heal the party, like a Per Encounter power can. It also eliminates some of those tempo issues of having to wait 5 minutes between encounters/scenes. Playtesting may well prove your point and have everyone calling them Dailies and such anyway, but I&#039;d like to try it.</description>
		<content:encoded><![CDATA[<p>Wow! Lots of good stuff to talk about here.</p>
<p>Carey: A lot of systems do combine them, but healing surges tend to be used more as a measure of fatigue whereas action points are used to do cool things. Combining them may still be the answer, but I&#8217;d have to think about it.</p>
<p>zaha: Amateur, Professional, and Legendary sound great to me! Officially adopted for now.</p>
<p>Aenar: Yeah, the more I think about it, the more I like using temporary hit points as &#8220;vitality&#8221; and HP as actual &#8220;wounds&#8221; (roughly.)</p>
<p>Brian: Our approaches aren&#8217;t too far off&#8230; next Friday I plan to post the classes and would love your feedback on them, and I&#8217;ll follow up with you.</p>
<p>Hawke: I see what you&#8217;re saying, but the per scene/per session end up having a few different effects in game play. Per Scene especially, if there&#8217;s a Per Scene healing power it can&#8217;t just be used over and over to heal the party, like a Per Encounter power can. It also eliminates some of those tempo issues of having to wait 5 minutes between encounters/scenes. Playtesting may well prove your point and have everyone calling them Dailies and such anyway, but I&#8217;d like to try it.</p>
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		<title>By: Hawke</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66895</link>
		<dc:creator>Hawke</dc:creator>
		<pubDate>Sat, 19 Sep 2009 18:47:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66895</guid>
		<description>I&#039;d keep the terminology encounter/daily for ease sense. I understand what you mean, but sometimes changing terminology like that doesn&#039;t add anything extra. I can&#039;t imagine a majority of 4E players ditching the encounter/daily so why bother. In general, I think your &quot;I don&#039;t want to just reskin&quot; philosophy is good - but this seems like you&#039;re reskinning.

Looking forward to what you come up with!</description>
		<content:encoded><![CDATA[<p>I&#8217;d keep the terminology encounter/daily for ease sense. I understand what you mean, but sometimes changing terminology like that doesn&#8217;t add anything extra. I can&#8217;t imagine a majority of 4E players ditching the encounter/daily so why bother. In general, I think your &#8220;I don&#8217;t want to just reskin&#8221; philosophy is good &#8211; but this seems like you&#8217;re reskinning.</p>
<p>Looking forward to what you come up with!</p>
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		<title>By: Gamecrafters&#8217; Guild &#187; Blog Archive &#187; 4th Power</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66894</link>
		<dc:creator>Gamecrafters&#8217; Guild &#187; Blog Archive &#187; 4th Power</dc:creator>
		<pubDate>Sat, 19 Sep 2009 17:59:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66894</guid>
		<description>[...] Critical Hits is working on something that I&#8217;d really like to see happen, and would really like to be a part of. Go check it out. [...]</description>
		<content:encoded><![CDATA[<p>[...] Critical Hits is working on something that I&#8217;d really like to see happen, and would really like to be a part of. Go check it out. [...]</p>
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		<title>By: Brian</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66893</link>
		<dc:creator>Brian</dc:creator>
		<pubDate>Sat, 19 Sep 2009 17:57:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66893</guid>
		<description>I&#039;m liking what I&#039;m hearing quite a lot here.  I had a thought on how to work powers and such.  The 4th Edition system can support classless play with some monkeying, and I think that a modern-style game could really go that way.  Here&#039;s how I would do it:

When you create your character, you choose your hero type, using the same basic types presented with the d20 Modern classes.  This initial choice would provide bonuses that you would get above and beyond what a normal character would get.  For example, let&#039;s say all characters get X hit points at 1st level and Y hit points per level, 3 trained skills, 1/2 level attack bonus/defenses bonus, and the same spread of powers that a D&amp;D character would get in terms of at-will, per scene, and per session.  If you choose to be a Strong Hero, you&#039;d get a bonus to Strength, training in Athletics, a few bonus hit points/hit points per level, and some sort of strength-oriented per scene power.  Tough would get more hit points than anyone else, a high Fortitude, training in Endurance, and maybe some sort of temporary hit point-granting power.  And so on.  In effect, these types would function a little more like races than like classes.

As far as power acquisition goes, the various powers would be divided into a number of power trees, each with two or three powers at each power-granting level.  As you said, these would be mixtures of attack and utility at various levels, making no particular distinction between the two.  Your choice of hero type determines which power trees you have access to, but you can spend a feat to gain access to additional trees, allowing a multiclassing system more similar to that of d20 Modern than D&amp;D.  Perhaps there would be additional &quot;multiclassing&quot; feats that would grant some of the starting benefits of a different hero type; a Fast Hero could, for example, take a feat that grants him the per scene power of a Tough Hero, though maybe as a per session power.

At any rate, this is something I&#039;d really like to see come to fruition.  If you like my ideas, and you&#039;d like my help on this project, send me an email.  If, for some reason, you can&#039;t access my email from this post, go to my website (www.gamecrafters.net).  You&#039;ll find it there.

Brian
.-= Brian&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/GamecraftersGuild/~3/99DtuZ4_XK4/520&quot; rel=&quot;nofollow&quot;&gt;Solos, pilfering content, and a session report&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I&#8217;m liking what I&#8217;m hearing quite a lot here.  I had a thought on how to work powers and such.  The 4th Edition system can support classless play with some monkeying, and I think that a modern-style game could really go that way.  Here&#8217;s how I would do it:</p>
<p>When you create your character, you choose your hero type, using the same basic types presented with the d20 Modern classes.  This initial choice would provide bonuses that you would get above and beyond what a normal character would get.  For example, let&#8217;s say all characters get X hit points at 1st level and Y hit points per level, 3 trained skills, 1/2 level attack bonus/defenses bonus, and the same spread of powers that a D&amp;D character would get in terms of at-will, per scene, and per session.  If you choose to be a Strong Hero, you&#8217;d get a bonus to Strength, training in Athletics, a few bonus hit points/hit points per level, and some sort of strength-oriented per scene power.  Tough would get more hit points than anyone else, a high Fortitude, training in Endurance, and maybe some sort of temporary hit point-granting power.  And so on.  In effect, these types would function a little more like races than like classes.</p>
<p>As far as power acquisition goes, the various powers would be divided into a number of power trees, each with two or three powers at each power-granting level.  As you said, these would be mixtures of attack and utility at various levels, making no particular distinction between the two.  Your choice of hero type determines which power trees you have access to, but you can spend a feat to gain access to additional trees, allowing a multiclassing system more similar to that of d20 Modern than D&amp;D.  Perhaps there would be additional &#8220;multiclassing&#8221; feats that would grant some of the starting benefits of a different hero type; a Fast Hero could, for example, take a feat that grants him the per scene power of a Tough Hero, though maybe as a per session power.</p>
<p>At any rate, this is something I&#8217;d really like to see come to fruition.  If you like my ideas, and you&#8217;d like my help on this project, send me an email.  If, for some reason, you can&#8217;t access my email from this post, go to my website (www.gamecrafters.net).  You&#8217;ll find it there.</p>
<p>Brian<br />
.-= Brian&#180;s last blog ..<a href="http://feedproxy.google.com/~r/GamecraftersGuild/~3/99DtuZ4_XK4/520" rel="nofollow">Solos, pilfering content, and a session report</a> =-.</p>
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		<title>By: Aenar</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66892</link>
		<dc:creator>Aenar</dc:creator>
		<pubDate>Sat, 19 Sep 2009 11:05:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66892</guid>
		<description>I&#039;d say make healing surges work as in D&amp;D for out of combat healing, but when used to heal in combat (in a scene) make them give temporary hit points that go away at the end. Depending on how gritty you want the game to be you can make people who would die when the healing surge go away actually die, or just fall unconscious at 0 hp.

And I love the names proposed by Zaha, Amateur, Professional and Legend tiers sound really nice!</description>
		<content:encoded><![CDATA[<p>I&#8217;d say make healing surges work as in D&amp;D for out of combat healing, but when used to heal in combat (in a scene) make them give temporary hit points that go away at the end. Depending on how gritty you want the game to be you can make people who would die when the healing surge go away actually die, or just fall unconscious at 0 hp.</p>
<p>And I love the names proposed by Zaha, Amateur, Professional and Legend tiers sound really nice!</p>
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		<title>By: zaha</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66891</link>
		<dc:creator>zaha</dc:creator>
		<pubDate>Sat, 19 Sep 2009 09:05:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66891</guid>
		<description>All in all, interesting approach. Looks like I have to keep reading to see where this is going.

What about naming the Tiers Amateur Tier (1-10), Professional Tier (11-20) and Legend Tier (21-30).</description>
		<content:encoded><![CDATA[<p>All in all, interesting approach. Looks like I have to keep reading to see where this is going.</p>
<p>What about naming the Tiers Amateur Tier (1-10), Professional Tier (11-20) and Legend Tier (21-30).</p>
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		<title>By: Graham</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66890</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Sat, 19 Sep 2009 04:43:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66890</guid>
		<description>I say leave healing surges exactly as they are, though low-tier classes may get less of them.

If you have 4 hp, a healing surge is only 1 hp.

For having it make sense in the low tier, just remember, at that level hp is less damage, and more weariness and fatigue.  No matter how unfantastic and lethal you want the game to be, resting still should let you become less tired.
.-= Graham&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/criticalanklebites/~3/d5ml2V44ltI/&quot; rel=&quot;nofollow&quot;&gt;CriticalAnkleBites and ChattyDM pretend to be journalists&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I say leave healing surges exactly as they are, though low-tier classes may get less of them.</p>
<p>If you have 4 hp, a healing surge is only 1 hp.</p>
<p>For having it make sense in the low tier, just remember, at that level hp is less damage, and more weariness and fatigue.  No matter how unfantastic and lethal you want the game to be, resting still should let you become less tired.<br />
.-= Graham&#180;s last blog ..<a href="http://feedproxy.google.com/~r/criticalanklebites/~3/d5ml2V44ltI/" rel="nofollow">CriticalAnkleBites and ChattyDM pretend to be journalists</a> =-.</p>
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		<title>By: TheMainEvent</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66889</link>
		<dc:creator>TheMainEvent</dc:creator>
		<pubDate>Sat, 19 Sep 2009 04:18:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66889</guid>
		<description>Healing Surges: I think that they should exist, but be a resource with a lot more demand placed on it.  Sure, you can use it to heal (but maybe on with rest?), but I&#039;d also have powers and actions require them to used more often- such as all out runs during a chase, dramatic moments of bad-assery, and what have you.  They may not even properly be called healing surges anymore, but the notion of having stamina to tap into for dire moments just seems to fit.</description>
		<content:encoded><![CDATA[<p>Healing Surges: I think that they should exist, but be a resource with a lot more demand placed on it.  Sure, you can use it to heal (but maybe on with rest?), but I&#8217;d also have powers and actions require them to used more often- such as all out runs during a chase, dramatic moments of bad-assery, and what have you.  They may not even properly be called healing surges anymore, but the notion of having stamina to tap into for dire moments just seems to fit.</p>
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		<title>By: Carey</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66888</link>
		<dc:creator>Carey</dc:creator>
		<pubDate>Sat, 19 Sep 2009 02:07:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66888</guid>
		<description>It seems to me that there’s a bit of overlap between concepts like healing surges and action points, and hero points in other systems. Could all these “pick yourself up off the floor” points be variations on a theme?</description>
		<content:encoded><![CDATA[<p>It seems to me that there’s a bit of overlap between concepts like healing surges and action points, and hero points in other systems. Could all these “pick yourself up off the floor” points be variations on a theme?</p>
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		<title>By: 3D Modeling &#187; Blog Archive &#187; When to Outsource Your 3D Model and Rendering Services</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66887</link>
		<dc:creator>3D Modeling &#187; Blog Archive &#187; When to Outsource Your 3D Model and Rendering Services</dc:creator>
		<pubDate>Sat, 19 Sep 2009 01:36:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66887</guid>
		<description>[...] The 4th Power Project: Core Design Elements &#124; Critical Hits [...]</description>
		<content:encoded><![CDATA[<p>[...] The 4th Power Project: Core Design Elements | Critical Hits [...]</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66886</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Sat, 19 Sep 2009 00:58:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66886</guid>
		<description>Limited healing surges, based on tier? I like something along those lines. I&#039;m definitely going to cut back on HP (for low levels at least) and considering making temp HP to be the &quot;inspiring/grit&quot; sort of HP. One of the advantages of going &quot;per scene&quot; means healing powers that would normally be unrestricted with enough time can now be restricted by DM caveat.

I definitely want to rename the Tiers... my working title for 1-10 was &quot;Ordinary&quot; tier, but something like &quot;Skilled&quot; sounds more inspiring for sure.</description>
		<content:encoded><![CDATA[<p>Limited healing surges, based on tier? I like something along those lines. I&#8217;m definitely going to cut back on HP (for low levels at least) and considering making temp HP to be the &#8220;inspiring/grit&#8221; sort of HP. One of the advantages of going &#8220;per scene&#8221; means healing powers that would normally be unrestricted with enough time can now be restricted by DM caveat.</p>
<p>I definitely want to rename the Tiers&#8230; my working title for 1-10 was &#8220;Ordinary&#8221; tier, but something like &#8220;Skilled&#8221; sounds more inspiring for sure.</p>
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		<title>By: Stuart</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66885</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Sat, 19 Sep 2009 00:14:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66885</guid>
		<description>Interesting...
.-= Stuart&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/NeitherworldStories/~3/cbjrdqexTeU/alchemists-in-rpgs.html&quot; rel=&quot;nofollow&quot;&gt;Alchemists in RPGs&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Interesting&#8230;<br />
.-= Stuart&#180;s last blog ..<a href="http://feedproxy.google.com/~r/NeitherworldStories/~3/cbjrdqexTeU/alchemists-in-rpgs.html" rel="nofollow">Alchemists in RPGs</a> =-.</p>
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		<title>By: jcdietrich</title>
		<link>http://critical-hits.com/2009/09/18/the-4th-power-project-core-design-elements/#comment-66884</link>
		<dc:creator>jcdietrich</dc:creator>
		<pubDate>Fri, 18 Sep 2009 23:57:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4838#comment-66884</guid>
		<description>Given that you are making Heroic tier (1-10) lower scaled, I would consider leaving healing surges right out of the first tier, but added in the second.

I would also consider renaming the tiers...  Skilled? or Gifted? Tier(1-10), Heroic Tier(11-20), Paragon Tier(21-30). The idea being that by the time a person reaches the Heroic Tier in 4th Power, they are closer to the power level of a D&amp;D 4e Heroic Tier. As well, it is unlikely that a modern setting will reach the equivalent of Epic Tier especially given that you are devoting the first tier to a lower power level.</description>
		<content:encoded><![CDATA[<p>Given that you are making Heroic tier (1-10) lower scaled, I would consider leaving healing surges right out of the first tier, but added in the second.</p>
<p>I would also consider renaming the tiers&#8230;  Skilled? or Gifted? Tier(1-10), Heroic Tier(11-20), Paragon Tier(21-30). The idea being that by the time a person reaches the Heroic Tier in 4th Power, they are closer to the power level of a D&amp;D 4e Heroic Tier. As well, it is unlikely that a modern setting will reach the equivalent of Epic Tier especially given that you are devoting the first tier to a lower power level.</p>
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