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D&D Older Editions
New 4E: Divorcing Class and Role (and what is a controller?)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7039681" data-attributes="member: 82106"><p>[MENTION=82504]Garthanos[/MENTION] and I were just chatting about augments, that is how you could basically have a power that was capable of being at-will/encounter/daily power level based on expending a resource. One of the things I thought of was implement/weapon specific augmentations. So if you pick up a flail, then you can add augments that are about slowing, prone, etc, and if you use an orb then you might add some sort of mental effect like dazing or something (obviously the details have to account for different types of effects at different tiers, etc). This would basically establish a role for the character. It would accomplish, with the fighter, something like what you're talking about, swap weapons and you suddenly have different 'powers' and thus a different (or maybe just added secondary) role. </p><p></p><p>I'm liking this idea. It does diverge a bit from the 4e basic design of power allocations, but not in a bad way. I think it would allow for thematic focus, flexibility, and variety all at once, without some overwhelming number of powers being needed. It would also simplify the concept of having source based power lists. Martial characters have a core selection of basic powers, then depending on class and equipment loadout (maybe just different classes have features that encourage them to favor certain weapons) your powers become 'rogue like' or 'ranger like' and contribute to your combat role.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7039681, member: 82106"] [MENTION=82504]Garthanos[/MENTION] and I were just chatting about augments, that is how you could basically have a power that was capable of being at-will/encounter/daily power level based on expending a resource. One of the things I thought of was implement/weapon specific augmentations. So if you pick up a flail, then you can add augments that are about slowing, prone, etc, and if you use an orb then you might add some sort of mental effect like dazing or something (obviously the details have to account for different types of effects at different tiers, etc). This would basically establish a role for the character. It would accomplish, with the fighter, something like what you're talking about, swap weapons and you suddenly have different 'powers' and thus a different (or maybe just added secondary) role. I'm liking this idea. It does diverge a bit from the 4e basic design of power allocations, but not in a bad way. I think it would allow for thematic focus, flexibility, and variety all at once, without some overwhelming number of powers being needed. It would also simplify the concept of having source based power lists. Martial characters have a core selection of basic powers, then depending on class and equipment loadout (maybe just different classes have features that encourage them to favor certain weapons) your powers become 'rogue like' or 'ranger like' and contribute to your combat role. [/QUOTE]
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New 4E: Divorcing Class and Role (and what is a controller?)
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