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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="keterys" data-source="post: 5854698" data-attributes="member: 43019"><p>I actually thought encounter powers made a lot of sense for 4e martial characters. After a rest, you can do a few extra big powerful hits before you're too tired to do more. Dailies are a lot more questionable. </p><p></p><p>Then again, I also find the idea of dailies a little dubious for spellcasters without attaching the full context of Vance, which frankly we don't. I'd just as soon they could muster up a certain amount of spell energy until they rest.</p><p></p><p>And then you could let folks actually fatigue themselves or take hp damage or channel energy or whatever as alternate means to pull deeper from the bucket and do powers again, or at increased effectiveness. </p><p></p><p>But generic dailies for anyone? Meh. Problematic from a fluff perspective, problematic from an adventure pacing perspective.</p><p></p><p></p><p>And big lists of more options that are rarely worth doing doesn't really help. And often don't make sense - Disarming is a big deal, so you have to make it pretty painful to attempt. So it gets big penalties and grants an OA in 3e. Unless you feat to avoid those things. At which point, you can disarm every attack? That's... pretty ludicrous. Now, if we can get a combat system that opens up more options against enemies that are fatigued, dazed, whatever? Sure, that's more viable. Now you're not disarming every single enemy, but only those you get the drop on. </p><p></p><p>Or maybe recharge rolls, so you can do some things often, but not casually on demand.</p><p></p><p>Unless folks do find it more realistic when the spiked chain wielder whirlwinds every enemy within 10-ish feet for damage and trips them up. Every turn. Every combat.</p></blockquote><p></p>
[QUOTE="keterys, post: 5854698, member: 43019"] I actually thought encounter powers made a lot of sense for 4e martial characters. After a rest, you can do a few extra big powerful hits before you're too tired to do more. Dailies are a lot more questionable. Then again, I also find the idea of dailies a little dubious for spellcasters without attaching the full context of Vance, which frankly we don't. I'd just as soon they could muster up a certain amount of spell energy until they rest. And then you could let folks actually fatigue themselves or take hp damage or channel energy or whatever as alternate means to pull deeper from the bucket and do powers again, or at increased effectiveness. But generic dailies for anyone? Meh. Problematic from a fluff perspective, problematic from an adventure pacing perspective. And big lists of more options that are rarely worth doing doesn't really help. And often don't make sense - Disarming is a big deal, so you have to make it pretty painful to attempt. So it gets big penalties and grants an OA in 3e. Unless you feat to avoid those things. At which point, you can disarm every attack? That's... pretty ludicrous. Now, if we can get a combat system that opens up more options against enemies that are fatigued, dazed, whatever? Sure, that's more viable. Now you're not disarming every single enemy, but only those you get the drop on. Or maybe recharge rolls, so you can do some things often, but not casually on demand. Unless folks do find it more realistic when the spiked chain wielder whirlwinds every enemy within 10-ish feet for damage and trips them up. Every turn. Every combat. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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