mach1.9pants
Hero
Having read through the DDXP stuff, other guy's 4E mini-games and played a few of my own my (main) worries about 4E has come down to 2, related, things.
Like the 3E fighter once your /enc and /day powers are gone there is really nothing to do than do your main at will, at will, at will, ad nauseam in combat. I am not thinking about outside of combat with utility powers, social rules and such stuff. This seems especially likely with things like trip being a power. Also the increased length (in rounds) of combat means each encounter has more per will usages than a 3E fighter's hack/hack/hacks.
Related to this is the small number of powers per level that a character has available to pick from, meaning characters of the same class will be very similar. I know that 'good' players will use more of their character concept to decide on their powers chosen, but min/maxers will end up similar. Hopefully splat books will massively increase the number available at each level- not much good until they are all out though!
So, although I haven't played or seen all the rules, my tweaking nature has lead me to thinking of house rules. Yes I know, it is too early really for that (and I won't use any until after a 'module' play test with my group, at least) but I can't help myself
What I am thinking of is (along with using 3rd party and home built at will powers to increae the list), say, doubling the number of at will powers a character can know. Now this will not change the 'per round power' of a character but it will: a) Increase a characters flexibility and therefore power over an encounter/day/module/campaign and b) Give the characters more diverse things to do outside the use of /e and /d (however the worry about this is, without an extensive list of pwers for each class, is that each class will have exactly the same at will powers i.e. all 4 of the only 4 available for that class at first level).
Thoughts?
Edit: I called the thread advanced as there will be a lot more things for the players to keep track of...missed that, sorry
Like the 3E fighter once your /enc and /day powers are gone there is really nothing to do than do your main at will, at will, at will, ad nauseam in combat. I am not thinking about outside of combat with utility powers, social rules and such stuff. This seems especially likely with things like trip being a power. Also the increased length (in rounds) of combat means each encounter has more per will usages than a 3E fighter's hack/hack/hacks.
Related to this is the small number of powers per level that a character has available to pick from, meaning characters of the same class will be very similar. I know that 'good' players will use more of their character concept to decide on their powers chosen, but min/maxers will end up similar. Hopefully splat books will massively increase the number available at each level- not much good until they are all out though!
So, although I haven't played or seen all the rules, my tweaking nature has lead me to thinking of house rules. Yes I know, it is too early really for that (and I won't use any until after a 'module' play test with my group, at least) but I can't help myself

What I am thinking of is (along with using 3rd party and home built at will powers to increae the list), say, doubling the number of at will powers a character can know. Now this will not change the 'per round power' of a character but it will: a) Increase a characters flexibility and therefore power over an encounter/day/module/campaign and b) Give the characters more diverse things to do outside the use of /e and /d (however the worry about this is, without an extensive list of pwers for each class, is that each class will have exactly the same at will powers i.e. all 4 of the only 4 available for that class at first level).
Thoughts?
Edit: I called the thread advanced as there will be a lot more things for the players to keep track of...missed that, sorry
