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<blockquote data-quote="JohnSnow" data-source="post: 4099643" data-attributes="member: 32164"><p>I understand, to a degree, the argument that says, "While it's true that a 4e character has a number of options in combat, two at-will powers, and one per-encoounter just isn't <em>enough variety</em>."</p><p></p><p>However, and this is an important point, allowing characters to have more "at-will" powers doesn't change the game balance in the slightest. As long as you're picking all 1st-level powers, there's no difference (other than versatility) between having two at-will powers and having 5.</p><p></p><p>Per-encounter powers are different, but I believe those will be restricted to either more powerful magic or especially difficult to set up exploits. Basically, if something is such a no-brainer that you'd do it every round if you could (like tripping), it should probably be a per-encounter power. Because while it's cool the first time you knock a guy off his feet in a fight, it gets awfully old, awfully quick (as anyone who played in a 3e game with a trip-monkey can attest).</p><p></p><p>In other words, if you want your characters to have more options available in their pool of at-will powers, it's the easiest houserule to increase the number they can take. Balance-wise, it shouldn't change a thing.</p><p></p><p>Offhand, I think two is enough "at-will" special moves for a beginning character to have. But if you'd rather your guys have 3 or 4, it doesn't seem to me like the game will break if you allow starting PCs to have more tricks in their at-will repertoire.</p><p></p><p>Just my opinion.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 4099643, member: 32164"] I understand, to a degree, the argument that says, "While it's true that a 4e character has a number of options in combat, two at-will powers, and one per-encoounter just isn't [i]enough variety[/i]." However, and this is an important point, allowing characters to have more "at-will" powers doesn't change the game balance in the slightest. As long as you're picking all 1st-level powers, there's no difference (other than versatility) between having two at-will powers and having 5. Per-encounter powers are different, but I believe those will be restricted to either more powerful magic or especially difficult to set up exploits. Basically, if something is such a no-brainer that you'd do it every round if you could (like tripping), it should probably be a per-encounter power. Because while it's cool the first time you knock a guy off his feet in a fight, it gets awfully old, awfully quick (as anyone who played in a 3e game with a trip-monkey can attest). In other words, if you want your characters to have more options available in their pool of at-will powers, it's the easiest houserule to increase the number they can take. Balance-wise, it shouldn't change a thing. Offhand, I think two is enough "at-will" special moves for a beginning character to have. But if you'd rather your guys have 3 or 4, it doesn't seem to me like the game will break if you allow starting PCs to have more tricks in their at-will repertoire. Just my opinion. [/QUOTE]
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