Mercurius
Legend
Since the announcement of 5E, I've probably played three or four sessions of 4E and each time I've had one eye on the game experience in relation to 5E - just keeping note of what I like, what is problematic, and so forth. Over the last few months or more I've found myself more and more disillusioned with 4E - longing for a more traditional D&D feel, and checking out Pathfinder as a consequence.
Honestly, I'm torn. The character I'm playing is a 15th level ranger; on one hand I like having encounter and daily powers, mainly because of the tactical element, but also because of the "wow" effect of using something like Blade Cascade or Attacks on the Run. But there has been and continues to be something "off" about 4E (for me), and it boils down to this: the powers economy, pure and simple. The problem is that it is both the strength and weakness of the 4E game. Like a Greek hero, 4E's arete is also its hamartia - its divine gift is also its fatal flaw.
To put it another way:
Good: Tactical combat, special options (powers) for non-spellcasters; being able to do stuff other than just "I attack."
Bad: Encounter/Daily restrictions and "gamist" supposition ("once you use it, its gone"); general abstraction that removes players from their characters and discourages improvised, imaginative play (outside of the power structure).
If I were designing 5E, I would be thinking about this: How to keep the best of 4E's power system and throw out the bad? How to not throw out the baby with the bathwater? In other words, in our rush to regain what was lost and move back to a pre-4E "authentic" D&D feel--which I'm all for--let's not lose that which 4E offered that actually improved the game: the options and tactical richness of 4E combat.
One idea that came to mind is keeping powers (perhaps as a modular option that can be ported over class features), but rather than having a set number of daily and encounter powers, PCs have a "power pool" in which they can either boost combat maneuvers and make them more powerful (say, boost up Twin Strike so it does a full damage bonus or is 2W instead of 1W) or spend points on dailies or encounters and be able to use them whenever you want, within the limit of the Power Pool. For example, let's say that encounter powers cost 2 points and dailies 3; this would be the equivalent of spell points: if you have, say, 9 Power Points you can use the same daily power three times before running out. Maybe taking a second wind recharges the Power Pool.
Of course the problem with this idea is that it still retains the "gamist" approach that separates players from their characters. It just doesn't make sense within the context of the narrative that non-magical powers are "Vancian" -- that is, they are "fired and forgotten." Perhaps one way around this is once the Power Pool and/or daily and encounters are used up, a PC can still use an encounter or daily power but they take a penalty. The idea being that they are fatigued and can only do "normal" (at-will) actions that don't overly tax them without taking a penalty. So, for instance, let's say I've used Attacks on the Run (or used up my Power Pool) but want to use it again, so as a daily power I could use it but take, say, a -4 or -5 to my rolls. If it were an encounter power, I'd maybe take a -2 or -3.
Any ideas? Do you feel similarly or do you love powers and hope they're retained or hate them and hope they're thrown out completely?
Honestly, I'm torn. The character I'm playing is a 15th level ranger; on one hand I like having encounter and daily powers, mainly because of the tactical element, but also because of the "wow" effect of using something like Blade Cascade or Attacks on the Run. But there has been and continues to be something "off" about 4E (for me), and it boils down to this: the powers economy, pure and simple. The problem is that it is both the strength and weakness of the 4E game. Like a Greek hero, 4E's arete is also its hamartia - its divine gift is also its fatal flaw.
To put it another way:
Good: Tactical combat, special options (powers) for non-spellcasters; being able to do stuff other than just "I attack."
Bad: Encounter/Daily restrictions and "gamist" supposition ("once you use it, its gone"); general abstraction that removes players from their characters and discourages improvised, imaginative play (outside of the power structure).
If I were designing 5E, I would be thinking about this: How to keep the best of 4E's power system and throw out the bad? How to not throw out the baby with the bathwater? In other words, in our rush to regain what was lost and move back to a pre-4E "authentic" D&D feel--which I'm all for--let's not lose that which 4E offered that actually improved the game: the options and tactical richness of 4E combat.
One idea that came to mind is keeping powers (perhaps as a modular option that can be ported over class features), but rather than having a set number of daily and encounter powers, PCs have a "power pool" in which they can either boost combat maneuvers and make them more powerful (say, boost up Twin Strike so it does a full damage bonus or is 2W instead of 1W) or spend points on dailies or encounters and be able to use them whenever you want, within the limit of the Power Pool. For example, let's say that encounter powers cost 2 points and dailies 3; this would be the equivalent of spell points: if you have, say, 9 Power Points you can use the same daily power three times before running out. Maybe taking a second wind recharges the Power Pool.
Of course the problem with this idea is that it still retains the "gamist" approach that separates players from their characters. It just doesn't make sense within the context of the narrative that non-magical powers are "Vancian" -- that is, they are "fired and forgotten." Perhaps one way around this is once the Power Pool and/or daily and encounters are used up, a PC can still use an encounter or daily power but they take a penalty. The idea being that they are fatigued and can only do "normal" (at-will) actions that don't overly tax them without taking a penalty. So, for instance, let's say I've used Attacks on the Run (or used up my Power Pool) but want to use it again, so as a daily power I could use it but take, say, a -4 or -5 to my rolls. If it were an encounter power, I'd maybe take a -2 or -3.
Any ideas? Do you feel similarly or do you love powers and hope they're retained or hate them and hope they're thrown out completely?