Dungeoneer
First Post
Well, the idea is to get away from picking new powers, which requires a menu of new powers every other level. Make new powers a rare thing, and make normal powers scale. In that scenario, this isn't a dead level - your power gets more powerful! You can do away with the power cap too, as you'll only ever have as many powers as you are given.Oh sure, these were my initial thoughts as well. To demonstrate the problem I ran into, let's talk about all-damage encounter powers:
Let's say that a 1st level all-damage encounter power deals 2dX + mod, and scales up by one die at 13th and 23rd level. Everything works just peachy at 13th level, because the player hasn't started replacing his encounter powers yet -- even if the 13th level power he chooses does exactly the same thing as his scaled-up 1st level power (3dX + mod), it's an additional power he can use every encounter!
But at 23rd level, he's now looking to replace his 1st level power. And since the high-damage 23rd level power and his 1st level power both deal 4dX + mod, there's no reason to trade out -- 23rd level has become a dead level.
Now there are at least a couple of ways to resolve this problem; one could argue that no two powers should be simple linear variations of each, but I find that idea distasteful. (I want to keep homebrew power-creation simple, and I like the idea that a PC can choose all high-damage powers if he so chooses.) One could argue that 1st level powers shouldn't scale quickly enough to be on par with higher-level powers, but at that point we've simply made the game's damage numbers bigger -- PCs will still have outright weaker low-level powers, even if overall their powers deal more damage. One could argue for removing the 4-powers cap, so that PCs are never forced to replace powers. I find this last idea to be the least objectionable, but it would still require a redo of a lot of mathery that I've already done.
If you have thoughts on the matter though, I'd like to hear them.![]()
Having fewer powers:
- Allows designers to make sure the powers that are left are genuinely useful
- Keeps players from drowning in a sea of choice paralysis
- Avoids the issue where future splat books introduce powers that are clearly superior to the originals