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Would this solve the "grind" issue?
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<blockquote data-quote="Felon" data-source="post: 5171319" data-attributes="member: 8158"><p>If there's any distinction I would draw betwen 3e and 4e combat is that in 3e you really took big damage bombs for granted--like a barbarian critting while power-attacking with a two-handed weapon. In 4e, dailies are supposed to be the big bombs, but a lot of them just add one more die than an encounter power. </p><p></p><p>IMO it is very unfortunate that the designers opted to use the at-will/encounter/daily setup rather than a robust system that would allow players to build up to powerful attacks throughout the battle. The way 4e works, combat is front-loaded, with players trying to unload their best attacks as quickly as possible, and then when that's all gone they start slap-fighting with at-wills (meanwhile, monsters are recharging their good attacks, or throwing around dazes at-will). It's anticlimactic to open with your best moves and then work your way down to the less impressive stuff. It's like a toy whose rubber band is winding down.</p><p></p><p>I thought the tactical feats we got in some of WotC's later 3e products were great in concept. They gave a player ways to build up to big finishes. Likewise, Mike Mearls' Iron Heroes classes revolved mainly around building up and then expending token pools. But they scrapped a "power-up combo" approach for something more facile and unconditional.</p></blockquote><p></p>
[QUOTE="Felon, post: 5171319, member: 8158"] If there's any distinction I would draw betwen 3e and 4e combat is that in 3e you really took big damage bombs for granted--like a barbarian critting while power-attacking with a two-handed weapon. In 4e, dailies are supposed to be the big bombs, but a lot of them just add one more die than an encounter power. IMO it is very unfortunate that the designers opted to use the at-will/encounter/daily setup rather than a robust system that would allow players to build up to powerful attacks throughout the battle. The way 4e works, combat is front-loaded, with players trying to unload their best attacks as quickly as possible, and then when that's all gone they start slap-fighting with at-wills (meanwhile, monsters are recharging their good attacks, or throwing around dazes at-will). It's anticlimactic to open with your best moves and then work your way down to the less impressive stuff. It's like a toy whose rubber band is winding down. I thought the tactical feats we got in some of WotC's later 3e products were great in concept. They gave a player ways to build up to big finishes. Likewise, Mike Mearls' Iron Heroes classes revolved mainly around building up and then expending token pools. But they scrapped a "power-up combo" approach for something more facile and unconditional. [/QUOTE]
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Would this solve the "grind" issue?
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