Zustiur, without thinking harder about maths and balance than I'm able to at the moment, I can't say much about your suggestions (except your Trip attack might be a bit strong - prone is better than push 1, I think, which is what a Bull Rush gives in 4e).
Agreed, which is why my system allows for more than 1 square, although the total isn't yet decided. In other words,
first draft 
(top of page 15 if you want to see the rest of what I wrote)
There is at least a tradition, in D&D, of exploration-oriented scenarios in which the players have the main levers of time in their hands, and the pressures on resting aren't that great (eg wilderness exploration in AD&D and B/X).
Yep, there sure is. But I don't see why resting is a problem in that situation. If the story allows them 100 days to explore an area, and it will take them roughly 3 days to explore. Why wouldn't they do so cautiously? If there isn't a logical story-based reason to press on, I don't really see the 15 minute work day as an issue. I see it more as 'the characters doing the sensible thing in the situation presented'.
Hussar said:
He slathered poison all over his hand for the express purpose of putting said hand INTO the dragon's mouth to poison the dragon. I'd say he was trying to feed his arm to the dragon.
Hmm. I either misread it, or forgot that specific detail. I thought the intent was to attack the dragon with his poisoned arm as a weapon. Not to specifically put it in the dragon's mouth. Regardless, succeeding would still have been less awesome than having the dragon foolishly do the work for him
Hussar said:
Ahh, now this is a somewhat separate issue. I totally agree that more powers need to be reliable. If I miss, I don't think that encounter powers should get burned, unless they have effects outside of hitting.
Ahh, but I did not mention MISSING.
Say there's an acid pit, and you're fighting some trolls. You're a martial character, so acid and fire attacks aren't an option. What do you do? Push/slide powers and Bull Rush obviously.
Now say our fighter is successful with his first push power attack, but that he only has one power with a Push. He's slain one troll, but there's 3 left. Logically, being a martial trick, it's something the fighter knows how to do, so he should be able to do it again. But the game rules prevent it, even though the story makes it appropriate. It's not the same troll, so it hasn't 'learned it's lesson' from the first use of the power.
He's left with bull rush, which he'll have to do repeatedly, at the cost of only ever moving 1 square at a time, and doing no damage. He can do that all day long, so why not the power based push?
I'm sorry, I just don't buy it. I put up with it because 4E is the only game I have going right now, but I don't like it.
If all attack options were balanced against a MBA, there's no reason to limit them to a single use. It's the 'intentional overpoweredness' of encounters and dailies that force them to have a limit.
But, by the same token, if you run out of trip powers, for example, why are you still focusing on tripping him? Why isn't immobilize just as good? After all, isn't the point of the exercise to stop his movement? Why does it HAVE to be tripping?
Depends entirely upon the situation. First example that comes to mind - a wrestling match. The objective is to pin your opponent to the ground on his back. Trip first, then grapple, or grapple then trip is basically how it goes in reality. 4E's insistence that I only make the attempt once is what irks me.
As I've said several times, I want to be able to use the special attack which is
appropriate to the situation. Not the one I happen to have in my available powers list.
With magic, I have no issue with vancian mechanics [powers] because it's magic, and it doesn't exist in the real world. When dealing with real world things [martial arts] I expect the game to reflect the real world to a believable degree. As soon as it stops being believable [can't make the same attack twice] I stop enjoying the game. Let me put that another way. If this were a boardgame, like Hero Quest or Warhammer Quest, rather than an RPG, I'd have no problem whatsoever with powers. As an RPG, I require the game to include a certain level of believability. Powers don't fulfill that requirement.
To put it in your own terms; I want to have 'awesome' all the time with no periods of boredom. Though in this case, the awesome is 'being excited and focused on the game'. Being forced to use a different power instead breaks my focus, and stops me having fun/awesomeness.
Pemerton said:
Although a daily power need not reflect what the PC him-/herself is trying to do. It can be treated as a metagame "token" or "Fate Point" played by the player to produce a desired outcome for the PC.
Yes, I recognize the concept, but I don't enjoy it. Again, it breaks me out of the moment. Am I playing the character, or am I playing the hand of fate?
I want to play my character and leave the dice to determine fate.
Janaxtrus said:
To me, having "numerous powers that do similar things" sounds both boring and a waste of a lot of book space. I would rather have a few abilities that are completely different and could be used multiple times (even at a penalty) than "numerous powers that do similar things".
Totally agree. Reading through powers and trying to choose between them has to be one of the most boring DND experiences I've ever encountered. Naturally, other people will feel differently about that.
Feats aren't much better. Last time I leveled up (to 14) I read through all the available feats and made a list of all the ones that didn't suck. Then I reviewed my list based on what suited the character etc. When I reached the end of that 2nd pass, I realized that there wasn't a single feat in the entire game that I actually WANTED. That's a pretty sad state of affairs. I ended up just picking Iron Will, and penciling in Lightning Reflexes and Great Fortitude for my next two picks, just because I couldn't be bothered trying to find anything that was interesting amongst all the dross.
Pemerton said:
I would add to this - if you (the player) run out of trip powers, it doesn't mean that your PC is not trying to trip the enemy. It's just that you don't succeed! Instead, the enemy tries to counter-trip and you end up in a grapple (ie you, the player, deploy your immobilise power instead).
If you apply that logic to special attacks, then by extension it should be applied to basic attacks as well. 'I've used this attack before, therefore my opponent has learned about it and will counter it.' At which point you end up with only being able to damage an opponent once. No thanks. I'd rather see the counter-trip etc happen in game, instead of having it forced 'off screen' by the rules.