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Community
General Tabletop Discussion
*Dungeons & Dragons
5th edition design notes: Per Round powers and triggered actions
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<blockquote data-quote="MrMyth" data-source="post: 5259252" data-attributes="member: 61155"><p>Oh yeah, I got that - I was saying that is a good goal to aim for. I just think it opens things up to potential abuse. </p><p> </p><p></p><p> </p><p>27.5 might be a bit of an exaggeration. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But right now, I've seen some high-level rangers who load up on immediate action encounter powers, and daily power stances that give them immediate action attack throughout the combat. The big limitation is that they can only take one immediate a round. As it is, they still tend to 'nova' and burn through most powers in a few rounds, dealing a lot of damage right at the start of combat. If you remove the limit on these powers, they would burn everything in the first round - and that doesn't make for a balanced system. </p><p> </p><p>Sure, one could hope that abuses would be caught in playtesting - the problem is, in order to remove those abuses, you have to remove the options that allow for it. Right now, say, you have enough powers for a high-level character to have various triggers: Hitting an enemy with an attack, having an enemy damaged by an ally's attack, an enemy attacking the character, an enemy attacking an ally, an enemy starting its movement, an enemy ending adjacent to the character, etc. </p><p> </p><p>Right now, immediate powers are already really potent because they let you do more things. Their key limitation is only being usable once per round. If you remove that, the only way to keep things balanced is to severely reduce how powerful they can be, or severely limit what sort of triggers can cause them. </p><p> </p><p>So while I agree with the theory you are presenting here, I think the result in practice would either be a system someone could abuse... or a system functionally devoid of such triggered actions anyway, to prevent any possible abuse. </p><p> </p><p>A better approach, in my mind, would be to focus on the ones that are getting 'lost' in the system and make it so they aren't immediates in the first place. Make the fighter's Combat Challenge attack an Opportunity Attack, for example, or find some other way to remove it from competing with other immediates. </p><p> </p><p>I think solving those issues on a case by case basis is the way to go. As it is, immediates are already very strong, but you need to sometimes make tactical decisions as to which ones to use. Removing that limitation outright would, I think, not be an improvement for the game.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5259252, member: 61155"] Oh yeah, I got that - I was saying that is a good goal to aim for. I just think it opens things up to potential abuse. 27.5 might be a bit of an exaggeration. :) But right now, I've seen some high-level rangers who load up on immediate action encounter powers, and daily power stances that give them immediate action attack throughout the combat. The big limitation is that they can only take one immediate a round. As it is, they still tend to 'nova' and burn through most powers in a few rounds, dealing a lot of damage right at the start of combat. If you remove the limit on these powers, they would burn everything in the first round - and that doesn't make for a balanced system. Sure, one could hope that abuses would be caught in playtesting - the problem is, in order to remove those abuses, you have to remove the options that allow for it. Right now, say, you have enough powers for a high-level character to have various triggers: Hitting an enemy with an attack, having an enemy damaged by an ally's attack, an enemy attacking the character, an enemy attacking an ally, an enemy starting its movement, an enemy ending adjacent to the character, etc. Right now, immediate powers are already really potent because they let you do more things. Their key limitation is only being usable once per round. If you remove that, the only way to keep things balanced is to severely reduce how powerful they can be, or severely limit what sort of triggers can cause them. So while I agree with the theory you are presenting here, I think the result in practice would either be a system someone could abuse... or a system functionally devoid of such triggered actions anyway, to prevent any possible abuse. A better approach, in my mind, would be to focus on the ones that are getting 'lost' in the system and make it so they aren't immediates in the first place. Make the fighter's Combat Challenge attack an Opportunity Attack, for example, or find some other way to remove it from competing with other immediates. I think solving those issues on a case by case basis is the way to go. As it is, immediates are already very strong, but you need to sometimes make tactical decisions as to which ones to use. Removing that limitation outright would, I think, not be an improvement for the game. [/QUOTE]
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5th edition design notes: Per Round powers and triggered actions
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