@Cosi - I, if not agree with you, at least find most if what you said reasonable and internally consistent. So, unless they come up later, rather than quibble over minor details, I'll just say, "sounds reasonable". But,
Dang, I lost the context. Back in a minute, senility willing.
EDIT:
"To make it easier to balance low-level and high-level players;" - because sometimes I'm in a group with little Timmy.
"Top five those who enjoy optimization a lower baseline to work from;" - wow, autocorrect. Let me try again:
"To give those who enjoy optimization a lower baseline to work from;" - some people enjoy the act of optimization. If they optimize a good (or "balanced") character, the result will be too strong for their table. Instead, you let them optimize a suboptimal concept / class / whatever up to the table's balance range, and everyone's happy.
I would love to see the breakdown of what parts of my stories lead you to conclude each of these.
Out of the 14 there? Maybe two, if they cared (neither ever showed any such interest, so I'm just guessing). Three, I imagine, if my brother had been there for that campaign.
False... Octotomy? So, the GM never really explained it, but, from what I've inferred, the closest was "c", except that it was supposed to be part of the plot.
The Drow were acting very... odd. Honestly, initially, I thought it was more "A", the GM was an idiot. But, the more I looked at it, the more there actually seemed method to it. For example, the Priestess who fled... I don't remember the GM's words, but, to paraphrase, acted like she was a dream, and Armus' actions (unfortunately) started to wake her up. Later, the GM gave several other clues as to what was going on, but afaict, nobody cared. No, not even Armus, who was too busy fighting "Hart's War" to spare time for that detail beyond noting it for future reference in case it was required (it was not).
EDIT: definitely not "D", in fact the exact opposite (which was part of the point of the character, to be as mechanically weak as I could make him). And where did you get "but you're not very good at any similar kind of tabletop combat"?
... What? That sounds just about backwards from what I'm saying. Much like your conclusions previously sounded almost backwards from my understanding. This sounds fun!*
So, Armus got a PC to hand over a treasured artifact. He utilized his amazing "paid attention when PCs talked about themselves" skills to utilize backstory details to seal the deal.
To my understanding of the terms,
* This was narrative power, because Armus shaped the course of events (artifact changed hands).
* This was not "power" power, because what button did I push / what statistic on Armus' sheet did I use to choose and utilize this particular tactic?
So, to try to turn that into definitions (not my strong suit, so this may take a few attempts),
* Narrative power is the ability to shape the flow of events, through the actions and choices of the character.
* "Power" power is the statistical attributes of the character.
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* I base this on my experience learning about databases (which I love), but my initial impression was that they talk backwards. Seriously, people have shirts, and shirts have buttons. But ask a database, and buttons have shirts, and shirts have people.
So, just to be clear, my sentient potted plant, who viewed "mobility" and "ability to push buttons" as super powers far beyond his ken, to your mind has "power power" when he remembers where we parked?
And, when that's his important contribution to the party escaping, you would say that he is "more powerful than Thor", who did not remember where we parked, and thus did not contribute to that scene (beyond, of course, carrying my poor plant)?
Are you really contending that the potted plant is more powerful than Thor by your definition of "power"?
If so, please define "power".
AFB. That's... probably the one? Although I thought Plane Shift was explicitly one of the example rituals (or whatever they were called).
So, I kinda agree with both of you, I guess?
The Wizard's power makes "make a fortress" an option - or, at least, a viable one in a short timeframe. Enough stonemasons with enough time could do the same thing.
The Wizard's power directs creativity towards utilizing that power, warping the narrative to favor certain solutions.
The Fighter can absolutely have the spotlight during the planning phase, saying "this would be so much easier with battlements, say Wizard can your wall spell do that", and planning out the exact optimal defenses. Unless the Wizard is a ****, that's narrative power for the Fighter.
When it comes time to implement this strategy, yes, the Wizard probably has (or maybe shares) the spotlight then. But that's probably not narrative power (unless, again, the Wizard is a ****).
So, it depends a bit on what you see, what you care about, and where the focus the game is, as to who you think gets the spotlight here.
It sounds like if Crake came up with the plans, and Cosi implemented them, then they'd both be happy in a game, feeling that they contributed.