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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="pemerton" data-source="post: 5866375" data-attributes="member: 42582"><p>Maybe the players in my game just have odd builds, but I don't find it to be true that encounter powers are always better than at will attacks.</p><p></p><p>Most of the fighter's encounter powers, in my game, are close bursts of one sort or another, which are better than Footwork Lure in some circumstances but not others. And the only one that does better damage than Footwork Lure - his Warpriest encounter power (Battle Cry?) - doesn't have forced movement, which means it doesn't trigger all his special abilities that Footwork Lure does trigger.</p><p></p><p>The archer ranger has some encounter powers that are just better - Greater Twin Strike, in effect - but others are interrupts/reactions that trigger in particular circumstances.</p><p></p><p>The sorcerer has an at will area burst, and encounter multi-target close and melee attacks, and so chooses which to use based on the particular circumstances of the combat.</p><p></p><p>Several of the paladin's encounter powers bring healing or marking as well as an extra die of damage, or attack multiple targets, so the player often holds off on using them until the effect or a multi-target attack is needed.</p><p></p><p>The wizard is the most likely to run through his encounter powers first, because they tend to be strong area bursts (eg Twist of Space) and he has Enlarge Spell to make sure they are big enough. One of the many respects in which I've found 4e PCs don't all play the same, despite the comparable build structure. (Just as clerics and MUs don't play the same in AD&D, despite the comparable build structure as far as their spells are concerned.)</p><p></p><p>I therefore don't find combat in 4e all that same-y.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5866375, member: 42582"] Maybe the players in my game just have odd builds, but I don't find it to be true that encounter powers are always better than at will attacks. Most of the fighter's encounter powers, in my game, are close bursts of one sort or another, which are better than Footwork Lure in some circumstances but not others. And the only one that does better damage than Footwork Lure - his Warpriest encounter power (Battle Cry?) - doesn't have forced movement, which means it doesn't trigger all his special abilities that Footwork Lure does trigger. The archer ranger has some encounter powers that are just better - Greater Twin Strike, in effect - but others are interrupts/reactions that trigger in particular circumstances. The sorcerer has an at will area burst, and encounter multi-target close and melee attacks, and so chooses which to use based on the particular circumstances of the combat. Several of the paladin's encounter powers bring healing or marking as well as an extra die of damage, or attack multiple targets, so the player often holds off on using them until the effect or a multi-target attack is needed. The wizard is the most likely to run through his encounter powers first, because they tend to be strong area bursts (eg Twist of Space) and he has Enlarge Spell to make sure they are big enough. One of the many respects in which I've found 4e PCs don't all play the same, despite the comparable build structure. (Just as clerics and MUs don't play the same in AD&D, despite the comparable build structure as far as their spells are concerned.) I therefore don't find combat in 4e all that same-y. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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