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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e powers and unfun moments
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<blockquote data-quote="fba827" data-source="post: 5295438" data-attributes="member: 807"><p>it's a game with dice, it's going to be variable. success vs failure combined with resource management is really a large part of it. (do you take the gamble with your big power that is expendable but offers bigger reward for the risk taken; or do you stick with a nonexpendable atwill that offers modest returns for little risk)</p><p></p><p></p><p>Your build choices can affect your success rate (feats, class, powers, race, etc various ones have a variety of ways to boost your attack roll or reroll, etc).</p><p></p><p>Some factors to consider though:</p><p>1) you'll devalue some other players' PCs -- they invested in thier "to hit" rate (via bonuses or reroll abilities) or chose powers that were already reliable for that very reason. Heck, if you stick with just PHB1, reliable is a strong feature (almost exclusive) to the fighter class</p><p></p><p>2) making something reliable won't change the fact that you miss. It means that instead of wasting a resource (ie daily power/ encounter power) and a turn you'll instead be wasting a turn </p><p> -- there is one fighter that has a reliable power, but luck dictates that he misses several times with it. So then he obssess about trying it again and again every round or two until it hits, thus, he'll invest around 2-4 rounds of trying the one reliable power before it actually hits.</p><p></p><p>3) powers that are already reliable are reliable in place of some other bonus (i.e. a reliable encounter power, for instance, doesn't (usually) have a miss or effect like other non-reliable powers do, the reliable is in place of that. So by adding it to all, you give an extra boost to them)</p><p></p><p>Having said all that, if your group is not satisfied and wants the change, by all means, tweak as necessary for your group experience.</p><p></p><p>but is it a change i'd make or want to implemented in my group? not really unless it was a "level 1, one-time" type game that wouldn't be played beyond one session.</p><p></p><p>you could achieve the same type of thing with something other than 'reliable' for instance, check out the house rules forum here. Some people have a very small group pool of tokens (similar to action points, but it's shared with the group) that let someone reroll. Something like that is a little more modular and selfcontained rather than a sweeping change of giving reliable to every encounter power.</p></blockquote><p></p>
[QUOTE="fba827, post: 5295438, member: 807"] it's a game with dice, it's going to be variable. success vs failure combined with resource management is really a large part of it. (do you take the gamble with your big power that is expendable but offers bigger reward for the risk taken; or do you stick with a nonexpendable atwill that offers modest returns for little risk) Your build choices can affect your success rate (feats, class, powers, race, etc various ones have a variety of ways to boost your attack roll or reroll, etc). Some factors to consider though: 1) you'll devalue some other players' PCs -- they invested in thier "to hit" rate (via bonuses or reroll abilities) or chose powers that were already reliable for that very reason. Heck, if you stick with just PHB1, reliable is a strong feature (almost exclusive) to the fighter class 2) making something reliable won't change the fact that you miss. It means that instead of wasting a resource (ie daily power/ encounter power) and a turn you'll instead be wasting a turn -- there is one fighter that has a reliable power, but luck dictates that he misses several times with it. So then he obssess about trying it again and again every round or two until it hits, thus, he'll invest around 2-4 rounds of trying the one reliable power before it actually hits. 3) powers that are already reliable are reliable in place of some other bonus (i.e. a reliable encounter power, for instance, doesn't (usually) have a miss or effect like other non-reliable powers do, the reliable is in place of that. So by adding it to all, you give an extra boost to them) Having said all that, if your group is not satisfied and wants the change, by all means, tweak as necessary for your group experience. but is it a change i'd make or want to implemented in my group? not really unless it was a "level 1, one-time" type game that wouldn't be played beyond one session. you could achieve the same type of thing with something other than 'reliable' for instance, check out the house rules forum here. Some people have a very small group pool of tokens (similar to action points, but it's shared with the group) that let someone reroll. Something like that is a little more modular and selfcontained rather than a sweeping change of giving reliable to every encounter power. [/QUOTE]
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