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Anyone else not feel "the grind"
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<blockquote data-quote="keterys" data-source="post: 4752550" data-attributes="member: 43019"><p>I think the game would be a lot stronger if all characters had 3 at-wills base. Yes, some classes would need to have more than 2 at-will choices. They should have in the first place. Give the human a 1st-level encounter power extra instead of an at-will and call it a day, at least for heroic tier.</p><p></p><p>I never really start games below 3rd level, myself... I just think the 2nd encounter and the utility to spice things up are too important. The latest game I started at 7th level and that's even better for action variety but I think it's a lot more difficult on the players to come up to speed on their characters at that point - like the first couple combats were a lot more dangerous than they needed to be, but they did a lot better in the 2nd session so I think things are starting to click.</p><p></p><p>Edit: Thinking back on Star Wars, I have to say that 4E is _soooooooooooooooooooo_ much better than it for having relevant actions from the play I did of it. The only way to escape that is to play a Jedi... you could actually have something similar in 4e with feats that let you alter at-wills and spin your encounter or daily options a bit, though. Also dailies more like the wardens or the summons that have multiple things in one power. So, you could probably pull a 4E something that works better for him if he's willing to play Star Wars.</p></blockquote><p></p>
[QUOTE="keterys, post: 4752550, member: 43019"] I think the game would be a lot stronger if all characters had 3 at-wills base. Yes, some classes would need to have more than 2 at-will choices. They should have in the first place. Give the human a 1st-level encounter power extra instead of an at-will and call it a day, at least for heroic tier. I never really start games below 3rd level, myself... I just think the 2nd encounter and the utility to spice things up are too important. The latest game I started at 7th level and that's even better for action variety but I think it's a lot more difficult on the players to come up to speed on their characters at that point - like the first couple combats were a lot more dangerous than they needed to be, but they did a lot better in the 2nd session so I think things are starting to click. Edit: Thinking back on Star Wars, I have to say that 4E is _soooooooooooooooooooo_ much better than it for having relevant actions from the play I did of it. The only way to escape that is to play a Jedi... you could actually have something similar in 4e with feats that let you alter at-wills and spin your encounter or daily options a bit, though. Also dailies more like the wardens or the summons that have multiple things in one power. So, you could probably pull a 4E something that works better for him if he's willing to play Star Wars. [/QUOTE]
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