Wednesday, May 13, 2009

Power sources and what makes your special.

4th edition has many great things to offer players but one thing that has been bothering me lately is how the different power sources are treated. There are currently 4 power sources that drive all classes, Martial, Arcane, Divine and Primal. What makes each of these power sources special. In previous editions of the game each had it's advantages and disadvantages. Divine casters received their spells from the gods and as a result had more time to develop other skills like fighting. This is seen in the fact that the cleric is a far better combatant than a wizard. However divine casters where limited to doing certain things based on what god they choose. They had codes to follow and their powers could be taken away if they did not follow them. Wizards on the other hand had unlimited freedom to do what every they wanted to, including delving into realms of magic priests where priest could not go. Learning spells and using spell books vs preying and all these other things set the casters apart.

In 4th ed what seems to set people apart are their powers, what powers they get and what party role they fill. Defender, striker, leader or controller, the source of your power has become a story element entirely and rarely matters any more. It's a difficult argument to articulate but the fact is that as written if you took the fighter and changed their power source from martial to primal, nothing happens. Everything stays exactly as it is now. It does not matter that he is martial, it's like wizards of the coast just put the names in there for the hell of it.

This bothers me a bit, I would have liked to see some things on each of the power sources, more lore, rules anything that gives them some context. I have already implemented one house rule when we started playing that made divine casters accountable to their gods. If you look at the PHB as written, a cleic of the goddess of healing and love could, after they are initiated, could go set an orphanage on fire just to hear the screams and nothing would happen, besides pissing off the police.

My question to you and i would like everyones opinion, not just my players, is

Would you be interested in setting up some minor rules to set each of the power sources apart a bit more. A few bonuses and a few penalties for each one. It does not have to be actually +1 when you do this kind of thing. Or am i being too anal and should the distinction between the power sources be left entirely to role playing.

For example to separate divine and arcane powers a bit more you could do something like this

Divine

- Spells are divinely inspired and new powers are learned immediately after leveling up though an hour or so of deep prayer and communion with your deity.
- need to follow a code of conduct for your god and to spread that gods message and teachings. Actions opposed to your god can lead to temporary or even perminant punishments such as loss of powers until you atone for your sins.

Arcane
- Arcane magic wielders can tap directly into the magical weave that flows thought the world. Once they have their powers they are free to do with them as they will. If a warlock makes a pact and then brakes it they retain their power however the entity they made the pact with reserves the right to hunt them down, if they can.
- Spells must me learned through some external source, usually ancient writings but other sources are possible. In order to learn new spells you must have access to that spell some how. New spells can also be researched but that takes time to accomplish.

2 comments:

  1. Not using my daily on that magey guy was really bad. I was planning for that for a few weeks.

    Yaaaay, penalize everyone not just me (just kidding)

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  2. Sorry this has nothing to do with that incident. I was annoyed with the way certain power aspects where treated from the very first day i read the PHB. I had the fact that priests and paladins could loose their powers if they displease their gods in that first hand out i gave all of you on the first day. Look under the classes section. Perhaps i have used that incident as a reminder, nothing more.

    Also you will notice im not penalizing anyone, both classes get a slight benefit and a slight penalty, nothing game breaking in any sense. Your adherence to your religious beliefs should be part of your character anyway so it's not much of a jump and you are given the bonus of not having to track down new powers when you level, you just get them.

    You could see a situation where Arnie spell book is stolen just before he levels and he would be unable to get a new power until you got back to a wizards tower in town and he had a few days to study while you would be able to use yours right away. Also since a wizard would be expected to be practicing new spells while they are questing or in between quests it's not like they usual have to track down a library every time they level. he would have his new spells with him, he just hasn't mastered them yet.

    Still none of these rules are implemented, i was just making an argument. Hmm maybe this is better left to role playing.

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