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At-will class powers ruining my archetypes

I am hearing you say that 4e is not a robust system that it cannot handle any change to its intricately fragile system and a single up tick or down tick will collapse the game.
Then you should listen more carefully.

What I said was that the changes your suggesting will have a number of consequences, chief among them being invalidating the existing encounter-building guidelines, next being the intra-class balance. You'll need to make fixes and then test them.

A game by default never can be balanced.
Not a chess player I see... :)
 

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This or something like it is a solution. But what you have proposed is just a shell game switching one at-will magical effect for another. I would rather they just have the bonus encounter powers, delete the at-wills and be done. It is a very simple fix, without the need of writing 20 or 30 new powers.

It's simple, but it's not a "fix".

1. Melee attacks are boring.

Maybe this suits your vision of a game world, but it's a step backward for me. A rogue getting to shift a couple squares into flanking position before striking, or a Fighter using Tide of Iron to push an opponent off of a bridge and into lava, that gives players options and makes encounters more interesting.

More interesting than having no options other than to slug it out toe to toe, "I missed. I hit, 6 dmg. I hit, 7 dmg. I missed..."

2. Magic Missile is Uninspired, but no Worse than 3e

I agree, it's a pretty boring At-Will. It's the magical equivalent of slugging it out toe-to-toe. However, Wizards have plenty of other options for At-Wills, ones that let them Push, Slow etc.

4e Wizards have some interesting At-Will options.

Still, MM is no worse than 3e. The argument that MM being more "special" because it could only be cast a certain number of times per day holds no water. It was cast multiple times in every encounter I've played in. Being cast half a million times in the course of a campaign instead of a million didn't make it any more "special" for me.

3. Increasing the Number of Encounter/Daily Powers won't compensate for the Lack of At-Wills.

Encounters/Dailies do, on average, 2W or 3W. Since the ability modifier only gets added once, this means that Encounters/Dailies only increase the damage by 50%-100% or so. If they hit.

That's not going to shorten the length of encounters in any meaningful way, when opponents have more HP.


In short, I don't see how the OP's proposals do anything but make the game *less* fun.

If I want less fun, I could just go back to RL.
 

Compare that to a Righteous Brand that adds +4 to hit. It adds 20% more damage to one attack(essentially), meaning that it does its own damage(let's say 10) and 2 more damage on someone else's attack for a total of 12 damage for one standard action.
Its more than that, actually. 4 is 20% of the distribution from 1 to 20, but what you seem to want to calculate is increased damage per round. And since the attack that's being boosted by Righteous Brand already has a miss chance, you have to factor that in.

Lets say you hit with Righteous Brand. You grant +4 attack to someone who was previously hitting on a 9+. Now he hits on a 5+. Previously his expected damage was .6*X, now its .8*X. That's a 33% increase.
nightwyrm said:
This arguement has been going on for ten pages, isn't it time for some empirical data? Go ahead Sadrik, remove at-wills from your game and post your game results.

It's obvious that no one is gonna be convinced by what the other side is saying. It's time for some actual playtesting and results.
This conversation isn't about the actual game. The people trying to change 4e aren't actually playing it. They just want to armchair debate how things ought to be. Which is fine. That's the perspective from which I've been engaging in this thread as well. I mean, I actually play the game, but I've been treating this thread as a gameplay-experience-free zone. Its all good fun, even if its pointless. Its the internet.

Overall I have some sympathy for a desire to make characters diversify outside of their general shtick a little bit, particularly by adding non magical combat options. I disagree a bit with Sadrik on what the point of doing that is: I'd rather have a character who can competently fight with both spells and nonmagical melee combat and accomplishing different things with each, so that the player embraces both as interesting options. He'd rather make nonmagical melee combat something that spellcasters have to do whether they like it or not, and force them to begrudgingly invest exactly enough resources in it to survive until they learn enough magic to stop caring. As a result, he prefers to take away at will powers so that basic attacks will have to be used once limited use powers run out. I'd rather diversify at wills or add in melee encounter powers so that characters can do whatever they prefer for a given situation.

I just think its nuts to claim that the game is lacking options because the basic attack isn't a strong choice. Its pretty obvious to anyone paying attention that your at wills for your melee classes are just basic attacks upgraded with the sorts of things that existed in 3e as feats. By making them powers instead of basic attacks augmented by feats they prevent them from stacking, making the system as a whole more resilient to breaks and power creep.
 


Majoru Oakheart, I am going to agree with you. And disagree as well. From my DMing experience I have modify things when I thought they were dumb and convoluted. I have also ran straight through modules verbatim before too. I always try to add in different elements to spice them up. Lets face it running through an endless string rooms with combat encounters is not that interesting.
We have fun with dungeon crawls now and then. I modify things when I think they are dumb. I just have a high tolerance. I almost never think something is dumb. New elements are always fun. I'm certainly not knocking people who modify their adventures. If you have the time, go ahead. But, the way you were making it sound was that a game system doesn't have to work, because you'd modify your game around any problems. I think a game system should just work without modification.

I understand that you can guess and get it "mostly" right. But I'd prefer not to guess at all.

The living stuff should be played by the rules in the book because there are too many house rules out their and if one DM is doing it one way, then you can pretty much count on every DM doing it a different way and consistency is important for the players. Most D&Ders do not play "living" stuff so are more free to house rule things and mod encounters and stuff.
I have the freedom to change things in my home game. I don't, because I like consistency as well. And Living Forgotten Realms encourages people to modify the encounters if they think it'll be more fun. We just don't allow changing of the rules. I prefer to be able to move from game to game without learning new rules all the time. I prefer to know my powers will work the same way each time I use them, even if I switch DMs.

I work my home games the same way. The rules are never changed, but the encounters are where I get to make things up and make things interesting.

I am hearing you say that 4e is not a robust system that it cannot handle any change to its intricately fragile system and a single up tick or down tick will collapse the game.
This is correct. More than any previous edition, 4e has had a LOT of math and probability theory put into it. I'm not on the design team. I'm just pretty good at math. But there was no math behind 3e(or at least, not much). It was pretty much completely random. Changes one way or another didn't affect things much because there was no way to really see what effect the change had.

The math behind 4e reduces the factors involved to a couple of easily predictable numbers. Since they are so predictable, other portions of the game can depend on them.

As a rough example. In 3e, a PC could be doing 1 damage a round or 100. No real way to tell. They might have decided to play a halfling with 6 Strength who attacks with a dagger for 1-2 damage per round. They might have decided to play a half-orc barbarian with Power Attack who has a +1 weapon at first level who does 46 damage on a crit. How long does a creature with 18 hitpoints and an AC of 16 last for? No way to tell. Might as well just make up numbers that looks sort of correct and see what happens.

In 4e, the average plus to hit is +6 at 1st level. The average enemy has a 15 AC. The average damage is 8 damage per hit. With a 60% chance to hit that means each character does 5 damage per round. We assume 5 characters. So, 25 damage total per round. If there are 5 enemies, each has 30 hitpoints, then the combat should last 6 rounds. We want the PCs to win an average fight with no one dying. A character has and average of 25 hitpoints on average. We want the total damage of the enemies to be around 62(hitpoints of 2 characters plus 2 healing surges). The average AC of a PC at first level is 16. If we give the enemy +5 to hit, they'll hit 50% of the time. Assuming we that one enemy dies in every round after the first, that means they get 20 attacks total. That means each enemy should do an average of 12 damage on an attack when it hits.

And there you have the main formula for the math in 4e. Due to the randomness of die rolls, character choices, monster choices and types, the rest works itself out. The individual numbers don't matter since we can accurately predict the average. However(and this is key), the only way the math continues to work is if we don't let people get too far away from the average. 4e lets people get between +4 and +8 to hit at first level(without going to extremes). If there are people with +0 to hit in the same group as people with +10 to hit, the difference is too great to determine the average accurately. Since you can't do that, you can't determine what the AC of the enemies should be, which means you can't determine their hitpoints nor their attack bonus nor their damage.

The whole house of cards falls apart.

This is what happens when you force someone to make melee attacks with their 10 strength with a +2 prof bonus quarterstaff in an average round instead of their 20 int vs Ref Magic Missile(average 1.8 damage per round vs 6.5). This is basically 5 damage less a round. Assuming the same 30 hitpoint creatures, it means an extra round of combat. If you have 2 casters in your group, it means 2 extra rounds of combat. Now, remember how we balanced the damage the enemy did so it wouldn't kill anyone in 6 rounds of combat. Well, now there's 8 rounds of combat. The enemy does 12 more damage(on average) during those 2 rounds. Which is just enough to be the difference between someone living and dying.

Really small differences create large problems in 4e.
 

Then you should listen more carefully.

What I said was that the changes your suggesting will have a number of consequences, chief among them being invalidating the existing encounter-building guidelines, next being the intra-class balance. You'll need to make fixes and then test them.
Ah, so if guidelines are now skewed slightly from this change then now the game will not function? :confused:

My personal opinion is that this change won't alter the guidelines for encounter design.

Invalidating intra-class balance, what is that anyway? Are you saying that the classes are so balanced as written that altering that mix would be detrimental to playing said game?

Not a chess player I see... :)

And I know you are not... :)
 

I'm certainly not knocking people who modify their adventures. If you have the time, go ahead. But, the way you were making it sound was that a game system doesn't have to work, because you'd modify your game around any problems. I think a game system should just work without modification.
Of course a game has to work. But that is not the only factor a game has to be fun too. Most DMs modify what they play I would venture. Others may alter it more than others.

I understand that you can guess and get it "mostly" right. But I'd prefer not to guess at all.
Yes, nothing is ever perfect it is good enough.

Sadrik said:
I am hearing you say that 4e is not a robust system that it cannot handle any change to its intricately fragile system and a single up tick or down tick will collapse the game.
This is correct. More than any previous edition, 4e has had a LOT of math and probability theory put into it. I'm not on the design team. I'm just pretty good at math. But there was no math behind 3e(or at least, not much). It was pretty much completely random. Changes one way or another didn't affect things much because there was no way to really see what effect the change had.

The math behind 4e reduces the factors involved to a couple of easily predictable numbers. Since they are so predictable, other portions of the game can depend on them.
The whole house of cards falls apart.
Really small differences create large problems in 4e.
First, effective analysis. 3e - damage was more variable, 4e has more average damage. The example of 10 STR guy attacking with a staff is perfect for accentuating your overall point but it fails to see the role that a player with a 10 STR character is trying to fill with their character. If you have a 10 STR character do you really expect your character to be good at attacking with a staff? I don't think so. The expectation should be that you are not effective at doing that. So where this was effective analysis it was simply pointing out that a 10 STR guy is not very effective at fighting.

Assuming the 10 STR guy is a Wizard, the player is mostly a ranged character so can attack with their powers at range if they wanted to focus that way. If they wanted to use a bow (or throw shuriken ;)) or wield a sword the player would create their character with a mid ranged DEX or STR or both. That character concept is so completely sub-par in the current rules. It is almost pointless to even consider one because your at-wills are easily superior and work off your single uni-bloated stat. This is what this whole thread is about.

Speaking toward your point, the math is their and I believe it to be much more robust than you do. I don't feel removing at-wills will alter the game in a negative way. This does need testing and I concur with several posters with that sentiment. I will try and get some of my own "math" together and post my findings.
 

Rumor from rpg.net: Feat: Melee Training. Use stat of your choice for basic attacks.

Everything I wanted in terms of making melee viable for non melee characters. Won't make other people happy, but from my results-based orientation, that's all I need. I can build the rest with existing feats and powers.
 

Ah, so if guidelines are now skewed slightly from this change then now the game will not function?
The changes you're proposing will do more than slightly skew things. They're a significant redesign of a core part of system.

Look, I'm trying to help you out here. I raised a number of specific issues, but all you seem to do is want to argue (without actually addressing any specifics). Do you want to discuss design or not?

edit: BTW, glad to hear you're going do some testing. Best way to proceed.
 
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Rumor from rpg.net: Feat: Melee Training. Use stat of your choice for basic attacks.

Everything I wanted in terms of making melee viable for non melee characters. Won't make other people happy, but from my results-based orientation, that's all I need. I can build the rest with existing feats and powers.

I don't like it. It gives everyone the exact same chance to hit (minus proficiency, magic items, feats and powers).

A fighter should not attack as good as a wizard. Sorry I think that diminishes the fighter. Outside, of that this feat gives almost no effect to the standard game. As argued, "basic" attacks are the at-will powers and true basic attacks are only used when triggered by a specific event. This virtually makes this feat useless. I attack you with my CON??? This does follow with Iron Heroes. Was this a rumor for being in PHB 2 or something?

Why use any of the DMG page 42 stuff when you can simply use an at-will?

Why are the martial at-wills simply not covered under that chart? Throw in a couple of other effects on it like push 1 square etc. Instead we have at-wills that force a player to "spam" the two at-wills they do have.
 

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