Engilbrand
First Post
What do the players think of this?
I agree with some of the other posters. This seems needlessly complex.
I agree with some of the other posters. This seems needlessly complex.
Do you think this system works?Engilbrand said:This seems needlessly complex.
Give me a power from PHB I to convert. I'll give it my best shot.
Burst
1 PP
Standard Action
Range: 10
Target: Burst 2
Attack: Prime vs. Defense
Hit: Low Limited Damage Expression + Prime or Medium Normal Damage + Prime + Ongoing Damage (save ends)
Not sure what this attack is. It must be from a supplement I do not own.Lead the Attack (Warlord Attack 1 - Encounter)
This would be Power Strike dealing radiant damage.Healing Strike (Cleric Attack 1 - Encounter)
A little trickier but it could be represented by a summon power which should be added to the list or it could be represented by ongoing damage. Either way works and here is my idea for Summon:Flaming Sphere (Wizard Attack 1 - Daily)
Oops, it should have been burst 1. I'll go in and edit my posts. Thanks for the catch.Also I am a little confused about how the existing system works. Suppose I want to create a Burst power at level 1.
Suppose I choose the first option. So the damage is 3d6+3 (low limited damage) plus prime stat, and this is in a burst 2 (which is a 5x5 square area). That's the equivalent of a 1st level encounter power!? Hell, it's almost as powerful as Fireball, which is a 5th level daily.
Lead the Attack (Warlord Attack 1 - Encounter)
Not sure what this attack is. It must be from a supplement I do not own.
I have a few questions. What defines which of these powers any given class has available to it? In other words can my rogue sling around blasts, bursts, and walls? What really makes spell casters special and why do they uniquely have to define their powers up front whereas a fighter can do any old thing on the fly?
Mongo looks down at his sheet and decides if he Power Strikes or he bashes someone prone with a Condition Prone power.I'm still not really sold on the viability of the whole mechanism in actual play. I can imagine it being rather cumbersome. Every round the fighter goes through the list and makes up his mind what sort of attack to concoct from the various 'recipes' available. This isn't going to be quick.
Well this is where I think some DM adjudication needs to happen. Can you shield bash 12 tons?Furthermore I expect there will then be a phase of "negotiation" with the DM as the player justifies the proposed power use in terms of in-game actions and the DM may well end up vetoing some of these proposals. "I bash the dragon with my shield and knock it prone." "No you don't, the dragon is 80' long and weighs 12 tons, you can't realistically do that." "OK, back to the drawing board..." All of this with the player balancing which things he's going to do vs expenditure of PPs which is going to mean he's probably not going to do all of this without a decent amount of thought.
True, the rogue gets sneak attack and the fighter gets combat challenge so that makes them pretty distinct. The rogue may have Split Strike and Condition Prone (trip) and the fighter may have Power Strike and Condition Prone (shield bash). The idea here is to let the players come up with their own uses of the powers and let them be as varied and diverse as they want to be.I also wonder about "theme" and how this plays into character development and the overall role of the character in the team. It seems like PCs become very interchangeable. I presume they have class features they will want to leverage but it still may be quite hard for a fighter to really feel distinct from a rogue who can do pretty much the same things even if in a very slightly different way.
All you get with a level is more math. Higher level powers are just a rehash of the lower level ones with more damage.Since well over half of the published material consists of powers, I think it is safe to say that they are relatively integral to the 4e system. While it's possible to take page 42 and stretch it to cover everything powers normally do, it seems inefficient to do so when there are many alternative game systems out there that already have that sort of free form design of powers on the fly. If that's what you want you could play Mage or Unknown Armies or Earthdawn or something else. Actually, I think you would end up with a better, more elegant system if you simply took the principles expressed on page 42 and designed your own system around them.
One other thing to keep in mind. People like getting new powers and abilities. It's fun. What's the point of leveling up if all you get is a stat boost and the ability to use the same range of abilities more often? Your character isn't really changing, it's just becoming more powerful in a sort of generic sense. This is why all good games incorporate an advancement system that allows characters to acquire new abilities in addition getting better at the ones they already have.
All you get with a level is more math. Higher level powers are just a rehash of the lower level ones with more damage.