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7 months ago ::
Oct 26, 2012 - 2:33PM
#181
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Date Joined:
May 25, 2012
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MrPopStar, you're talking about keywords with actual mechanical effects (like fire damage being susceptible to the "resist fire" effect, for instance). Totally different issue. The OP, and thus the thread here, is simply whether it is useful or not to layer on another way to categorize powers and abilities which are already categorized by class, level, type, etc.
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7 months ago ::
Oct 26, 2012 - 2:39PM
#182
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Date Joined:
Jan 15, 2009
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MrPopStar, you're talking about keywords with actual mechanical effects (like fire damage being susceptible to the "resist fire" effect, for instance). Totally different issue.
No not really 4e made innadequate use of this categorization why are you assuming that is a necessary element,
How is Divine (aka Holy) substantially different than a type like Necromantic.
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7 months ago ::
Oct 26, 2012 - 2:42PM
#183
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Date Joined:
Jul 10, 2012
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I've removed content from this thread. Trolling/Baiting is a violation of the Code of Conduct Code of Conduct: company.wizards.com/conductPlease remember to keep your posts polite and on topic and refrain from making personal attacks.
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7 months ago ::
Oct 26, 2012 - 2:49PM
#184
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Date Joined:
Jun 21, 2012
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Upon second thought, I'd make the selection of power source add the appropriate keyword to all of your attacks and give the keywords specific qualities (i.e. spells with the divine keyword cannot be dispelled with Dispel Magic, critical hits made with a weapon carrying the primal keyword add +X damage, etc.). The addition of the module should be elegant, simple, and not add additional capabilities beyond intrinsic qualities (which should be generic enough to satisfy every class).
In a way, this all ready exists. Thinking about 3e, an arcane spell is described as subject to arcane spell failure, where a divine spell is not. So the classification indicates what mechanics apply. This didn't really follow through with armoured spellcasting though, 'cause it became necessary to create class features to ignore this mechanical restriction. I'm unsure whether it's better to just build the restrictions into the classes and leave the class abilities alone or not. All the same, there's no reason why we couldn't simplify the modular system through the use of power sources by applying certain mechanical conventions to each one, such as armour restrictions and so on. And yes, I hate power source as a term. I was on about that earlier so I won't get into it, but I much prefer the term "discipline".
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7 months ago ::
Oct 26, 2012 - 3:20PM
#185
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Date Joined:
Jan 15, 2009
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And yes, I hate power source as a term. I was on about that earlier so I won't get into it, but I much prefer the term "discipline".
For me the term used is a no skin off my teeth if the value it provides is exploited.
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7 months ago ::
Oct 26, 2012 - 6:32PM
#186
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Date Joined:
May 22, 2003
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Trying to paste keywords and have intersting stuff to interact with it and so on.. on top of an existing library of stuff sounds horrible - worse than if you need to add allignment to all the monsters via a module. Perhaps my half-baked thought wasn't as clear as I intended, but I am in no way proposing something as ridonkulous and backwards as retro-fitting alignment onto every single monster in the game via keyword pasting.
In fact, I'm circumventing that craziness as well as the incremental addition of even more 'powers' to a character's arsenal (i.e. gifting every divine hero with Armor of Faith). MrPopStar, you're talking about keywords with actual mechanical effects (like fire damage being susceptible to the "resist fire" effect, for instance). Totally different issue. The OP, and thus the thread here, is simply whether it is useful or not to layer on another way to categorize powers and abilities which are already categorized by class, level, type, etc.
I think I'm nailing the issue, actually. 
People are drawn to the power source categorizations because they offer a clear, concise, thematic, and inspiring layer of fluff-complexity that offers a means of expressing the flavor of a given capability both mechanically and through the story. Without adding another taxonomy, or trying to tack the descriptor onto the existing tree of designation, I'm submitting the opportunity for everyone to enjoy an elegant compromise.
In a way, this all ready exists. Thinking about 3e, an arcane spell is described as subject to arcane spell failure, where a divine spell is not. So the classification indicates what mechanics apply. This didn't really follow through with armoured spellcasting though, 'cause it became necessary to create class features to ignore this mechanical restriction. I'm unsure whether it's better to just build the restrictions into the classes and leave the class abilities alone or not.
It does exist, yes (in a sense), and I'm nodding to the nostalgia while innovating something more appropriate for the game as it stands.
All the same, there's no reason why we couldn't simplify the modular system through the use of power sources by applying certain mechanical conventions to each one, such as armour restrictions and so on. I'm against amor restrictions because such a mechanical convention would impugn upon my ability to play an armor-wearing character who draws his battle prowess from the arcane power source (i.e. arcane fighter).
This is where my head is:
SOURCES The might of every hero is drawn from a reservoir of greatness, and your source reveals where your capability comes from, how you go about drawing on its strength, and how your character is able to succeed in the face of insurmountable odds. Your druid might draw on the primal energy that permeates the natural world. Your bard might sing with a voice that's blessed by the divine glory of the gods themselves. Your source is one of five key decisions you make about your character, providing you with important cues about his or her identity. In addition, your source provides you with several benefits that help describe their actions as well as storytelling elements that help you bring the game to life. SKILLS Each source grants training in one skill. A skill reflects an area of expertise within an associated ability. When you attempt a task or action that involves the skill associated with your source, you gain advantage on the roll. Training: A skill has an underlying ability. Your modifier when making checks using that skill equals 3 + the ability modifier associated with the skill. If you already have training in a skill and would gain training in that skill again (for example, a skill granted by both your class and source), you may increase the bonus granted by that skill by 1. Improving Skills: As you gain levels, you also gain the ability to improve your skills and gain training in new skills. At 2nd level, and at every even-numbered level thereafter, you can increase the bonus granted by one of your skills by 1 (to a maximum of +7). QUALITIES Sources also provide you with a quality. A quality is a special modifier that describes the energy you use to swing a sword, cast a spell, or attempt a feat of daring. Typically, qualities are expressions of a character's ability, and the description of each quality explains how they function in the game. DESCRIPTION Description of the sources provides imagery and baseline considerations from which to draw inspiration and paint a picture of your character. SAMPLE SOURCES Most adventurers draw their power from the following sources.
Primal Primal heroes draw strength from the natural world. Many of them have a strong connection to something in nature, such as a totem animal or a natural source of power (such as a deep forest, a volcano, or a storm). Characters using this source are often in tune with the natural rhythms of the world, at home in the wilds, and more comfortable surrounded by animals than others of their kind. Skill: Natural Lore Qualities: If you score a critical hit while making a physical attack (roll a natural 20 when attacking with a fist, weapon or natural attack granted by beastform), then you may add 1d4 to the damage roll. This damage increases to 2d4 at level 3, and increases by 1d4 every third level thereafter. Any spell you cast is not subject to detection via any means, including the use of Detect Magic. Description: Heroes who call upon the primal source are often clothed in hide armors, wearing shades found in nature...
...etc. The qualities listed above are in no way indicative of anything I'd write into the game, they're merely placeholders/suggestions made so my intent and drift if more clear. 
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7 months ago ::
Oct 26, 2012 - 7:31PM
#187
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Date Joined:
May 12, 2012
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MrPopStar, you're talking about keywords with actual mechanical effects (like fire damage being susceptible to the "resist fire" effect, for instance). Totally different issue. The OP, and thus the thread here, is simply whether it is useful or not to layer on another way to categorize powers and abilities which are already categorized by class, level, type, etc.
Actually you just totally failed there. My post essentially said, "What would you like to see happen to concept of power source in 5e?" and then I went on to present my own opinion. And in fact later in the thread I posted a second time to say that I think it would be quite interesting to see power source make a more mechanical difference where classes would have their own class features but broader than that there would be power-source features such as power points for psionics or maneuvers for martial characters. I also, like other people, suggested feats having pre-requisites of and/or applying to specific power sources. Anyway, you can't totally discount another person's post just because what they're saying is slightly branching away from the opinion I initially expressed in my post. This thread is intentionally VERY broad.
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7 months ago ::
Oct 26, 2012 - 7:53PM
#188
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Date Joined:
Apr 16, 2009
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No, you are not making any by power source alone
Yes I am a power will be accessable only by those who have access to all of the descriptors of that power.
Its damn natural language use..
But some people have decided that since you want SOME powers to have class descriptors in addition to power-source descriptors, you want ALL powers to have class descriptors in addition to power-source descriptors.
If that was what you had said, they would be right: the power-source descriptors would be redundant.
Since you never actually said that, but instead strongly implied (if you didn't outright state) that some powers would NOT have class descriptors, they are wrong.
"The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
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7 months ago ::
Oct 26, 2012 - 8:21PM
#189
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Date Joined:
Jan 15, 2009
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This, exactly. "Martial power source" is a bit more respectful than some of the other terms used on the forums in particular - "mundanes" comes to mind. Furthermore, it emphasizes that their categorization is because of something they are, rather than something they aren't (spellcasters).
People say mundane to mean anything that is not magic. Furthermore, it is not a tag on the person playing them. I play fighters often, and I love playing fighters and martial characters. Mundane is used to distinguish the character types as simply non magical. I don't think people use it to disrespect anybody.
The common definition of mundane includes "Lacking interest or excitement; dull.","everyday, ordinary, or banal".... now I envision neither Xena nor Beowulf as either of those and to me both are fighters...
see also muggle ... ie not the hero of our god wizard story but an abuseable poppet.
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7 months ago ::
Oct 26, 2012 - 8:29PM
#190
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Date Joined:
Sep 20, 2004
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power sources worked well when classifying powers. When they were used to classify classes, however, they turned into straight jackets.
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