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<blockquote data-quote="77IM" data-source="post: 4558735" data-attributes="member: 12377"><p>Not bad. I don't foresee this speeding up character creation all that much since you still need to sift through hundreds of powers and do a bunch of math, but I don't have a great suggestion for how to improve this, either. Maybe you pre-group powers, feats, and ability scores into packages that people can pick. If each class has two builds at three tiers, that's 48 packages... Some players may lament the loss of customization, but I would view this as an opportunity to differentiate my character by role-playing rather than mechanics.</p><p></p><p></p><p>You might want to eliminate basic attacks, and just let players use their at-will when charging, making OAs, etc. (Power increase, but not a major one for most characters.) Each character would get one melee at-will and one ranged at-will, depending on their class (for example, the wizard's melee at-will would just be a basic attack). This way players have fewer powers to decide between during game play.</p><p></p><p></p><p>Rule #11 seems pretty harsh. At my table, PCs drop to 0 and then bounce back up with alarming frequency. Of course, preventing this healing may compensate for the increased damage everyone is pumping out.</p><p></p><p></p><p>I'm not sure I like the idea of dailies becoming encounters. They tend to be noticeably more powerful, which will be exacerbated with maximized [W]. You might specify that using your daily requires spending your action point. This would not get you an extra standard action but might trigger other special abilities based on action point use. By consuming the action point, players are less likely to use their dailies as alpha-strikes in every single encounter.</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4558735, member: 12377"] Not bad. I don't foresee this speeding up character creation all that much since you still need to sift through hundreds of powers and do a bunch of math, but I don't have a great suggestion for how to improve this, either. Maybe you pre-group powers, feats, and ability scores into packages that people can pick. If each class has two builds at three tiers, that's 48 packages... Some players may lament the loss of customization, but I would view this as an opportunity to differentiate my character by role-playing rather than mechanics. You might want to eliminate basic attacks, and just let players use their at-will when charging, making OAs, etc. (Power increase, but not a major one for most characters.) Each character would get one melee at-will and one ranged at-will, depending on their class (for example, the wizard's melee at-will would just be a basic attack). This way players have fewer powers to decide between during game play. Rule #11 seems pretty harsh. At my table, PCs drop to 0 and then bounce back up with alarming frequency. Of course, preventing this healing may compensate for the increased damage everyone is pumping out. I'm not sure I like the idea of dailies becoming encounters. They tend to be noticeably more powerful, which will be exacerbated with maximized [W]. You might specify that using your daily requires spending your action point. This would not get you an extra standard action but might trigger other special abilities based on action point use. By consuming the action point, players are less likely to use their dailies as alpha-strikes in every single encounter. -- 77IM [/QUOTE]
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