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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
'Advanced' 4E
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<blockquote data-quote="mach1.9pants" data-source="post: 4096785" data-attributes="member: 55946"><p>Having read through the DDXP stuff, other guy's 4E mini-games and played a few of my own my (main) worries about 4E has come down to 2, related, things.</p><p>Like the 3E fighter once your /enc and /day powers are gone there is really nothing to do than do your main at will, at will, at will, ad nauseam in combat. I am not thinking about outside of combat with utility powers, social rules and such stuff. This seems especially likely with things like trip being a power. Also the increased length (in rounds) of combat means each encounter has more per will usages than a 3E fighter's hack/hack/hacks.</p><p>Related to this is the small number of powers per level that a character has available to pick from, meaning characters of the same class will be very similar. I know that 'good' players will use more of their character concept to decide on their powers chosen, but min/maxers will end up similar. Hopefully splat books will massively increase the number available at each level- not much good until they are all out though!</p><p></p><p>So, although I haven't played or seen all the rules, my tweaking nature has lead me to thinking of house rules. Yes I know, it is too early really for that (and I won't use any until after a 'module' play test with my group, at least) but I can't help myself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>What I am thinking of is (along with using 3rd party and home built at will powers to increae the list), say, doubling the number of at will powers a character can know. Now this will not change the 'per round power' of a character but it will: a) Increase a characters flexibility and therefore power over an encounter/day/module/campaign and b) Give the characters more diverse things to do outside the use of /e and /d (however the worry about this is, without an extensive list of pwers for each class, is that each class will have exactly the same at will powers i.e. all 4 of the only 4 available for that class at first level).</p><p></p><p>Thoughts?</p><p></p><p>Edit: I called the thread advanced as there will be a lot more things for the players to keep track of...missed that, sorry <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=":)" /></p></blockquote><p></p>
[QUOTE="mach1.9pants, post: 4096785, member: 55946"] Having read through the DDXP stuff, other guy's 4E mini-games and played a few of my own my (main) worries about 4E has come down to 2, related, things. Like the 3E fighter once your /enc and /day powers are gone there is really nothing to do than do your main at will, at will, at will, ad nauseam in combat. I am not thinking about outside of combat with utility powers, social rules and such stuff. This seems especially likely with things like trip being a power. Also the increased length (in rounds) of combat means each encounter has more per will usages than a 3E fighter's hack/hack/hacks. Related to this is the small number of powers per level that a character has available to pick from, meaning characters of the same class will be very similar. I know that 'good' players will use more of their character concept to decide on their powers chosen, but min/maxers will end up similar. Hopefully splat books will massively increase the number available at each level- not much good until they are all out though! So, although I haven't played or seen all the rules, my tweaking nature has lead me to thinking of house rules. Yes I know, it is too early really for that (and I won't use any until after a 'module' play test with my group, at least) but I can't help myself ;) What I am thinking of is (along with using 3rd party and home built at will powers to increae the list), say, doubling the number of at will powers a character can know. Now this will not change the 'per round power' of a character but it will: a) Increase a characters flexibility and therefore power over an encounter/day/module/campaign and b) Give the characters more diverse things to do outside the use of /e and /d (however the worry about this is, without an extensive list of pwers for each class, is that each class will have exactly the same at will powers i.e. all 4 of the only 4 available for that class at first level). Thoughts? Edit: I called the thread advanced as there will be a lot more things for the players to keep track of...missed that, sorry :) [/QUOTE]
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