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General Tabletop Discussion
D&D Older Editions
Am I crazy? I've just gotten a hankering to play 4e again...
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<blockquote data-quote="NotAYakk" data-source="post: 8152698" data-attributes="member: 72555"><p>Feats mostly contribute to the "character building" portion of the game, moreso than the tactical complexity of play.</p><p></p><p></p><p>No, I'm not trying to play 4e. I'm trying to bring 4e's tactical components and classes into 5e.</p><p></p><p>The implement casters get no higher level abilities than the weapon users, just higher level slots.</p><p></p><p>Meanwhile, adding an extra attack to <strong>every power</strong> is a huge upgrade. The best level 7 powers damage in 4e let you do 3 attacks with a restrcted set of weapons; now they do 4.</p><p></p><p>The implement casters get more slots (but not as many more as you might think), and some higher level slots to super charge a power or two. That super charging is going to almost always be significantly less than what the weapon user gets from their free extra attack.</p><p></p><p>Possibly this won't hash out, but it isn't really clear that more slots wins out.</p><p></p><p>---</p><p></p><p>One thought I've had is that make all of the slots be encounter refresh. Daily powers would be "major", and each major power can only be used once/short rest (but also consumes a slot).</p><p></p><p>That caps your per-encounter burst (to your slots), and gets rid of the annoying "when does this slot refresh" mechanic.</p><p></p><p>But these characters might have too many per-encounter slots if they use a daily 5e power chart for their slots. Meh.</p><p></p><p>---</p><p></p><p>I think that martial "weapon" classes should get extra attack (like other 4e classes do), and can use one "power" (like a bladesinger can use a cantrip). Figuring out how to boost the non-weapon classes the right amount is tricky.</p><p></p><p>"upcasting" and more slots was one attempt. (Note that upcasting sort of sucks, in both baseline 5e and in this system, unless you find a way to make a lot of taps with your spell for few actions.)</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8152698, member: 72555"] Feats mostly contribute to the "character building" portion of the game, moreso than the tactical complexity of play. No, I'm not trying to play 4e. I'm trying to bring 4e's tactical components and classes into 5e. The implement casters get no higher level abilities than the weapon users, just higher level slots. Meanwhile, adding an extra attack to [b]every power[/b] is a huge upgrade. The best level 7 powers damage in 4e let you do 3 attacks with a restrcted set of weapons; now they do 4. The implement casters get more slots (but not as many more as you might think), and some higher level slots to super charge a power or two. That super charging is going to almost always be significantly less than what the weapon user gets from their free extra attack. Possibly this won't hash out, but it isn't really clear that more slots wins out. --- One thought I've had is that make all of the slots be encounter refresh. Daily powers would be "major", and each major power can only be used once/short rest (but also consumes a slot). That caps your per-encounter burst (to your slots), and gets rid of the annoying "when does this slot refresh" mechanic. But these characters might have too many per-encounter slots if they use a daily 5e power chart for their slots. Meh. --- I think that martial "weapon" classes should get extra attack (like other 4e classes do), and can use one "power" (like a bladesinger can use a cantrip). Figuring out how to boost the non-weapon classes the right amount is tricky. "upcasting" and more slots was one attempt. (Note that upcasting sort of sucks, in both baseline 5e and in this system, unless you find a way to make a lot of taps with your spell for few actions.) [/QUOTE]
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Am I crazy? I've just gotten a hankering to play 4e again...
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