Virgil wrote:If we're training to super strength sufficiently to lift and throw trains, then punches can create shockwaves that can create thrust. Even D&D allows for the Balance skill to get sufficient to walk on water without magical aid, and it's no loss to upgrade this to clouds.
Yeah I guess there's a precedent in this with some of NASA's ideas on space travel (Parachute + Nuclear Bombs).
He was only mostly dead, but he got better. I, Doctor Swineheart, can fix any wound! And they've done this before through people who find their souls in the afterlife, and they just plain punch their way back to the realm of the living. Just because you don't have magic, doesn't mean the rules of souls and the afterlife don't exist for you; and at this point, you have a medium where you either browbeat the celestial bureaucrat that there was a 'mistake' in the paperwork or punch the barriers of death back into your body where you fix yourself from there.
I was trying to avoid things that'd have to be set up at the system or setting level rules or would require DM intervention to work. Otherwise, you're completely right, there's a lot of precedent for coming back to life because you Tricked the devil, punched his face off, or performed a few quests for him.
Foxwarrior wrote:That link is beautiful, and it makes me wonder why you're taking the side it makes fun of.
It's simple, I want to play D&D, play a Fighter, and be completely viable from levels 1-20. I would like to do this by Expanding what the Fighter can do as opposed to simply neutering everything else (like 4E did).
People think that it's impossible (vehemently). I disagree.
and because I'm fucking wired on Caffeine and can't sleep, some things that Extraordinary Powers can't really accomplish:
1) Magic - This is kind of obvious but it needs to be said. Extraordinary abilities are never magical. Never ever never. That doesn't mean that there can't be overlap between magical and non-magical effects. All it means is that you can Ground Stomp an Earthquake while inside of an AMF.
This also means that beyond face-stabbing, we have limited purview over magic and magical effects. We can't mess with a Wizard's Spell Slots or Mana Pool or whatever. We can't counter a spell once it's been cast. We have to dispel magical traps by walking through them and pretending like it didn't hurt.
2) Teleportation - Now, at a tactical level, Teleportation and Super-Speed are mechanically indistinguishable because you just place your character somewhere within sight and no one can do anything about it. At a Strategic level, Teleportation straight beats any form of Moves Fast because one has to deal with travel time and the other doesn't.
There are examples of Cutting through dimensions or the fabric of space- time to get somewhere, but that also usually requires a magical blade or something. I don't consider that a win.
3) Polymorphing - The closest you can get to this is to Dress up like a bear, have bear strength, and LARP as a bear. But at the end of the day you are not a bear, you will never be a bear, you're just a furry wearing a rug and it is not the same.
Also good luck trying to become something that isn't a biped or has more than four limbs.
4) Messing with Time - So, while a Super Fast guy can emulate the spell Time Stop, it doesn't actually mean that he's stopped time... he's just moving super fast. There is no way to actually influence time outside of personal time dilation. You can't rewind time, erase time, step out of time, or whatever.
5) Fate/Destiny/Luck Shenanigans - Getting through adventures because you can mechanically force Fate to intervene doesn't make you a hero. It just means that you're actually incompetent. These sorts of shenanigans fall under a completely separate power source (Divine, Luck, or DM Pity) and we didn't need them anyways.
6) Souls - We can't directly mess with these things without magical or technical assistance. Not even our own soul (unless we're dead, but this otherwise falls under the domain of Ki users, hippies, and necromancers). This is also what makes dealing with Ghosts and the Ethereal so tricky for extraordinary characters (always remember to have Iron, Salt, and a Torch).