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Anyone else not feel "the grind"
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<blockquote data-quote="Keenath" data-source="post: 4753917" data-attributes="member: 59792"><p>After the first time, sure, but I think the low number of options at the low levels are a <em>good</em> thing. They help reduce the "overwhelm" effect on a new player, for one thing.</p><p></p><p>And for another, all this talk about powers ignores that each class has a handful of class abilities that they're starting with. A newly minted fighter is going to be having fun just using his combat superiority and marking without having to use special super-awesome powers every round. A druid is probably still getting used to the whole shapeshift thing at that level. Sure, eventually that'll be old-hat, but by that time they'll be well along picking up the half-dozen more powers that make up your suite by paragon tier.</p><p></p><p><em><em>Well, obviously if your battles always happen on an empty basketball court, things are going to get real boring real quick. It's up to the DM to make sure that each battle has interesting environmental factors.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>I don't really know what math you're using here. When I'm talking about unique actions, I'm just talking about powers used, one per turn... what I would think of as "interesting rounds of combat". I don't know what an eighth of an action per round is.</em></em></p><p><em><em></em></em></p><p><em><em>At level 1:</em></em></p><p><em><em>So in round 1 I can throw Icy Terrain, in round 2 I can Thunderwave, in round 3 I can use magic missile, in round 4 I can teleport and thunderwave again, and at that point I may be out of special moves and limited to my at wills for the next four rounds.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>At 7th level, you have seven powers other than your racial and daily powers. So even if you don't use a daily, you have only one round where you can't possibly do something interesting. That's not to say you won't use your at-wills a lot, because sometimes those Utility powers are daily or situational or don't work in combat or are just minor actions... but that's kinda the point. Even so, you won't be repeating your actions very often with five to seven unique encounter or at-will powers.</em></em></p><p><em><em></em></em></p><p><em><em>For example:</em></em></p><p><em><em>In round 1 I use Lightning Bolt against three guys. In round 2, I teleport and use Fire Shroud for wide-area damage. In round 3, I cast Jump on the rogue so he can get past a pit, and maybe I throw a Thunderwave. In round 4, maybe I toss a Magic Missile while I'm moving into position. In round 5, I'll put down the Icy Terrain to help lock down some guys.</em></em></p><p><em><em></em></em></p><p><em><em>I've got through more than half the battle and I haven't repeated yet, and I haven't even used one of my three daily powers (I picked Invisibility, Stinking Cloud, and Acid Arrow today). I can probably afford to use one of those in each battle, so let's choose Stinking Cloud. I'll use my minor actions to drive it around the battlefield while I'm thunderwaving people into its area of effect! And at that point the Fighter is going to find that his Tide of Iron is a lot more attractive, too, because he'll be throwing people into my spell's poisonous zone.</em></em></p><p><em><em></em></em></p><p><em><em>If I'm walking around pulling off combo attacks with Thunderwave and Stinking Cloud, I'm not just going "Oh god, I guess I'll thunderwave again" -- I'm actively controlling the fight, using two powers together for an increased effect.</em></em></p><p><em><em></em></em></p><p><em><em>This is <em>not</em> a boring, grindy battle, and I haven't even taken into account any special actions, like second wind, or skill checks, or... well, I should have three to five magic items by now, with their accompanying powers, and I haven't used an action point (which is really an every-other-battle thing).</em></em></p><p><em><em></em></em></p><p><em><em>When you hit 11th level it's even better, because you get a paragon path. Maybe I'll use my paragon path power Blood Pulse. The next turn, maybe I use an action point to get the benefit of Blood Action and throw two magic missiles that deal ongoing 10 each...</em></em></p><p><em><em></em></em></p><p><em><em>Uh-huh, okay. Dumbed down, whatever.</em></em></p><p><em><em></em></em></p><p><em><em>Meanwhile the fighters feel more like spellcasters. Oh, look. There's no "this is for n00bs" class anymore.</em></em></p><p><em><em></em></em></p><p><em><em>So play a paragon game. Sheesh. That's the point I'm making, by 11th level you have two at-wills, four encounter powers, three utilities (which may be encounter or daily), and three daily powers. Assuming all your utils are daily, you can still afford to use a daily and a utility in each fight (more or less), which gives you eight different powers to use <em>in each fight</em> across eight rounds of combat.... at which point you need not ever repeat your at-wills (unless some of those utils are minor actions, but still).</em></em></p><p><em><em></em></em></p><p><em><em>So it bothers you that it's "I give you a bonus to your next attack" rather than "I give you a bonus for the whole battle"? And at the same time you're complaining that there's not enough round-by-round interest to the game? Huh.</em></em></p><p><em><em></em></em></p><p><em><em>Why do you need more? You've got a dozen possible actions to take and only eight rounds of combat to cram them into, <em>in every fight.</em></em></em></p><p><em><em></em></em></p><p><em><em>I'm not sure where the "illusion" and "summoning" complaints are coming from. Summon magic is coming up next week in Arcane Power, but you're just going to pick Summons as your daily powers. They're not in addition to your usual suite. Maybe when you complain about not having illusions, you mean "I can do anything if I'm creative enough to bamboozle the DM" illusions. "I make the major image of a red dragon!" illusions?</em></em></p><p><em><em></em></em></p><p><em><em>I could wish there were more illusion-flavored powers, but I'm not going to whine about losing out on powers that depend entirely on the DM's fiat to determine how well they work.</em></em></p></blockquote><p></p>
[QUOTE="Keenath, post: 4753917, member: 59792"] After the first time, sure, but I think the low number of options at the low levels are a [I]good[/I] thing. They help reduce the "overwhelm" effect on a new player, for one thing. And for another, all this talk about powers ignores that each class has a handful of class abilities that they're starting with. A newly minted fighter is going to be having fun just using his combat superiority and marking without having to use special super-awesome powers every round. A druid is probably still getting used to the whole shapeshift thing at that level. Sure, eventually that'll be old-hat, but by that time they'll be well along picking up the half-dozen more powers that make up your suite by paragon tier. [i][i]Well, obviously if your battles always happen on an empty basketball court, things are going to get real boring real quick. It's up to the DM to make sure that each battle has interesting environmental factors. I don't really know what math you're using here. When I'm talking about unique actions, I'm just talking about powers used, one per turn... what I would think of as "interesting rounds of combat". I don't know what an eighth of an action per round is. At level 1: So in round 1 I can throw Icy Terrain, in round 2 I can Thunderwave, in round 3 I can use magic missile, in round 4 I can teleport and thunderwave again, and at that point I may be out of special moves and limited to my at wills for the next four rounds. At 7th level, you have seven powers other than your racial and daily powers. So even if you don't use a daily, you have only one round where you can't possibly do something interesting. That's not to say you won't use your at-wills a lot, because sometimes those Utility powers are daily or situational or don't work in combat or are just minor actions... but that's kinda the point. Even so, you won't be repeating your actions very often with five to seven unique encounter or at-will powers. For example: In round 1 I use Lightning Bolt against three guys. In round 2, I teleport and use Fire Shroud for wide-area damage. In round 3, I cast Jump on the rogue so he can get past a pit, and maybe I throw a Thunderwave. In round 4, maybe I toss a Magic Missile while I'm moving into position. In round 5, I'll put down the Icy Terrain to help lock down some guys. I've got through more than half the battle and I haven't repeated yet, and I haven't even used one of my three daily powers (I picked Invisibility, Stinking Cloud, and Acid Arrow today). I can probably afford to use one of those in each battle, so let's choose Stinking Cloud. I'll use my minor actions to drive it around the battlefield while I'm thunderwaving people into its area of effect! And at that point the Fighter is going to find that his Tide of Iron is a lot more attractive, too, because he'll be throwing people into my spell's poisonous zone. If I'm walking around pulling off combo attacks with Thunderwave and Stinking Cloud, I'm not just going "Oh god, I guess I'll thunderwave again" -- I'm actively controlling the fight, using two powers together for an increased effect. This is [I]not[/I] a boring, grindy battle, and I haven't even taken into account any special actions, like second wind, or skill checks, or... well, I should have three to five magic items by now, with their accompanying powers, and I haven't used an action point (which is really an every-other-battle thing). When you hit 11th level it's even better, because you get a paragon path. Maybe I'll use my paragon path power Blood Pulse. The next turn, maybe I use an action point to get the benefit of Blood Action and throw two magic missiles that deal ongoing 10 each... Uh-huh, okay. Dumbed down, whatever. Meanwhile the fighters feel more like spellcasters. Oh, look. There's no "this is for n00bs" class anymore. So play a paragon game. Sheesh. That's the point I'm making, by 11th level you have two at-wills, four encounter powers, three utilities (which may be encounter or daily), and three daily powers. Assuming all your utils are daily, you can still afford to use a daily and a utility in each fight (more or less), which gives you eight different powers to use [I]in each fight[/I] across eight rounds of combat.... at which point you need not ever repeat your at-wills (unless some of those utils are minor actions, but still). So it bothers you that it's "I give you a bonus to your next attack" rather than "I give you a bonus for the whole battle"? And at the same time you're complaining that there's not enough round-by-round interest to the game? Huh. Why do you need more? You've got a dozen possible actions to take and only eight rounds of combat to cram them into, [I]in every fight.[/I] I'm not sure where the "illusion" and "summoning" complaints are coming from. Summon magic is coming up next week in Arcane Power, but you're just going to pick Summons as your daily powers. They're not in addition to your usual suite. Maybe when you complain about not having illusions, you mean "I can do anything if I'm creative enough to bamboozle the DM" illusions. "I make the major image of a red dragon!" illusions? I could wish there were more illusion-flavored powers, but I'm not going to whine about losing out on powers that depend entirely on the DM's fiat to determine how well they work.[/i][/i] [/QUOTE]
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