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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5959725" data-attributes="member: 1165"><p>This is a little worrisome. I prefer encounter to daily powers, mainly due to issues with player psychology.</p><p></p><p>Players seem to like encounter powers. It lets you do something cooler than usual without much in the way of cost. They also recharge, so PCs feel like they're near full-strength every encounter. (Same issue with hit points; each encounter, PCs usually lose healing surges, so they're getting drained, but their hit points refresh. Players feel their characters are "full" and so are less likely to hide and require time-sensitive plots to push them forward.)</p><p></p><p>D&DN playtests have this issue where wizards and clerics have only a few daily spells, so you see/read about PCs who spam magic missile or radiant lance, except once or twice, when they're willing to dish out a daily spell. (The playtest wizard has 5 or 6 at-wills, but only two of them are useful in combat, and one of those doesn't do damage.) D&DN only gives PCs a few useful at-wills, and while 4e has a large library of them, each PC only gets 2 or 3 of them.</p><p></p><p>I think a lot of DMs prefer daily resources, as it gives PCs something to manage over the course of a day. This takes a bit more work, requiring pacing encounters (the old random encounters) and various ways to avoid the 15 Minute Day problem.</p><p> </p><p></p><p></p><p>For the same reason that critical misses are considered a bad rule (the miss having an additional effect beyond being an auto-miss), I also think this is a bad idea. I think it's an attempt to replicate sword & sorcery fiction, but the fiction already bears little resemblance to the game. (Unlike in D&D, mishaps are <em>predictable</em>. If the author is good, they're only predictable to the author, but in either case, the author determines when a spell works and when it doesn't.)</p><p></p><p>Warhammer 40K has dangerous psionics. (2e has dangerous spellcasting, but that's much rarer.) My experience was a disaster. I would think that a spellcasting adventurer would have a better handle on how powerful their magic is than those cackling power-mad evil sorcerers in the fiction who are always summoning demons too powerful to control.</p><p></p><p>Being able to upgrade powers/spells is cool, IMO, but I'd be leery of throwing out what makes 4e <em>good</em> while doing so.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5959725, member: 1165"] This is a little worrisome. I prefer encounter to daily powers, mainly due to issues with player psychology. Players seem to like encounter powers. It lets you do something cooler than usual without much in the way of cost. They also recharge, so PCs feel like they're near full-strength every encounter. (Same issue with hit points; each encounter, PCs usually lose healing surges, so they're getting drained, but their hit points refresh. Players feel their characters are "full" and so are less likely to hide and require time-sensitive plots to push them forward.) D&DN playtests have this issue where wizards and clerics have only a few daily spells, so you see/read about PCs who spam magic missile or radiant lance, except once or twice, when they're willing to dish out a daily spell. (The playtest wizard has 5 or 6 at-wills, but only two of them are useful in combat, and one of those doesn't do damage.) D&DN only gives PCs a few useful at-wills, and while 4e has a large library of them, each PC only gets 2 or 3 of them. I think a lot of DMs prefer daily resources, as it gives PCs something to manage over the course of a day. This takes a bit more work, requiring pacing encounters (the old random encounters) and various ways to avoid the 15 Minute Day problem. For the same reason that critical misses are considered a bad rule (the miss having an additional effect beyond being an auto-miss), I also think this is a bad idea. I think it's an attempt to replicate sword & sorcery fiction, but the fiction already bears little resemblance to the game. (Unlike in D&D, mishaps are [i]predictable[/i]. If the author is good, they're only predictable to the author, but in either case, the author determines when a spell works and when it doesn't.) Warhammer 40K has dangerous psionics. (2e has dangerous spellcasting, but that's much rarer.) My experience was a disaster. I would think that a spellcasting adventurer would have a better handle on how powerful their magic is than those cackling power-mad evil sorcerers in the fiction who are always summoning demons too powerful to control. Being able to upgrade powers/spells is cool, IMO, but I'd be leery of throwing out what makes 4e [i]good[/i] while doing so. [/QUOTE]
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