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6.10 in a Nutshell

Secondary Power Sources

Warning: these notes are not written in a user-friendly way, and are more a stream of consciousness.
  • Trade Skills and powerful Races unified as Secondary Power Source
    • Certain trade skills (alch, engy, insc, ench, maybe JC) can be used as a Power Source; that is, you can make powers based on them. (Sorry, Artificer, your number is up)
    • Like all Power Sources, they have their own quirks and foibles. Since they are secondary, they aren't as easy to use. For instance, a given engineering gadget might have a failure chance, on which it explodes. Also, the default access (i.e. at-will, recharge, etc) is much lower for these items.
    • Other ideas: alchemy uses Toxicity, others use slots
  • The Powerful Races (i.e. tiefling, faerie, dragon, etc) can be used in a similar manner. They kinda already are. So this just makes it more formal.
  • Stretch idea: any primary power source can be made secondary. For instance, Faen might invest in Warlockiness, but remain a proper Assassin for all of his primary paths. He hardly uses his warlock powers; he really just wants the party buffs and Demon Form. Why invest so much?

Balancing Power Gamers vs Simple Gamers

Build Points, a la M&M?

Trade Skills

  • Power Source
    • Alchemy
    • Engineering
    • Inscription
    • Enchanting
    • JC?
  • Crafting Only
    • Blacksmithing
    • Leatherworking
    • Tailoring
    • JC?
    • Blee
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