Ok Sadrik, instead of bickering about the feel of this change, lets see what the "math" says.
Absolutely. Break it before the players do. Surprise me now before they surprise me later.
I guess that solves the "combat-speed" problem too.
Some very excellent analysis. Thanks!
Yes, with the assumption that those two characters hit every time they blast through the 5 kobolds. Add two more characters and the 50% to hit assumption and you get to where you want to be. Four characters killing 5 kobolds quickly. This is an awesome realization, perhaps fiddling with the HP and other things to lessen the grind is not necessary when implementing this.
1.) Are all encounter powers equal? At 13th level, you must swap out an encounter power to gain a 13th level power. Do I get to swap out one of my "super at-wills" because in a choice between retaining 4 damage to adjacent foes, push a foe 1 square, and knock a foe prone, I'm fairly certain I'm keeping "knock a foe prone" because its more universally useful.
I would say you can swap out which ever encounter powers you want. I would also so that you can select any encounter powers you want too. So you are not limited to taking former at-will powers as encounter powers in your two at-will slots.
2.) Humans get a bonus at-will as a racial feature (as Joe and Bob show us). So a human starts with four encounter powers. Sweet. We're keeping that right?
As of right now I am inclined to simply make it a bonus encounter power from your class.
3.) Because if you do, you have to fix some of the other races. Half-elves get an at-will from another class as an encounter power. Do they still? Is it sill an encounter power? If so, they're nearly as awesome as humans (depending on stat of other-class power). Or is it a daily now?
Give them the bonus encounter power from another class. Half-elves kind of suck anyway so giving them an encounter instead of encounter as a daily will boost 'em up.
4.) More importantly, dragonborn's dragonbreath is only 1d6+con starting, and is clearly inferior to nearly any of our super-at wills (making humans a much better choice, or half-elves if we keep dilettante an encounter power). My suggestion, of course, is to boost dragonbreath to 2d6+con starting, and raise it +1d6 over the character's life as normal. There are some other races like this as well (firesoul genasi and probably more in the MM) that would need dice bumping.
This is fair, 2d6 for the dragon breath
Lets see going through the races:
Dragonborn - breath weapon (boosted to 2d6)
Dwarf - wtf???
Eladrin - fey step (still balanced)
Elf - re-roll attack (still balanced)
Half-elf - encounter from another class
Halfling - force enemy to re-roll attack (still balanced)
Human - encounter power from own class
Tiefling - hit me I hit you back better (boosted to +2 to hit and charisma to damage)
5.) Does our ban on "at-will" magic apply to class features (like paladin's divine challenge or a wizard's cantrips?) as well? If so, kiss the paladin class goodbye.
Hell no. I mentioned this several times through the thread.
6.) Similarly, certain utility powers (like the Rogue 2 powers Fleeting Ghost or Great Leap) is at-will. Encounter?
I am fretting over these a bit but by my rule they would be encounter powers. There are 5 in the PHB, perhaps these 5 powers can become encounter powers without too much detriment. I have never actually seen them in play so I don't know. Here they are for reference:
Great Leap level 2
Effect: Make a high jump or a long jump. Determine the DC
of the Athletics check as though you had a running start.
The distance you jump can exceed your speed.
Fleeting Ghost level 2
Effect: You can move your speed and make a Stealth check.
You do not take the normal penalty from movement on
this check.
Chameleon level 6
Effect: Make a Stealth check. Until the end of your next
turn, you remain hidden if a creature that has a clear line
of sight to you does not beat your check result with its Perception
check. If at the end of your turn you do not have
cover or concealment against a creature, that creature
automatically notices you.
Nimble Climb level 6
Effect: Make an Athletics check to climb a surface. You can
move at your full speed during this climb.
Shadow Stride level 10
Effect: You must be hiding to use this power. You can move
your speed. At the end of that movement, if you have
cover, you can make a Stealth check with no penalty for
moving. If you make the Stealth check, you stay hidden
during your movement.
They could possibly be changed to feats, they seem very feat like to me anyway. In fact Nimble Climb is duplicated as a feat called Sure Climber. It appears that these at-will were just thrown into the rogues list because they have so many to choose from anyway.
7.) Oh yeah, multi-classing feats?
It looks like their are only two that need to be worried about - Arcane Initiate and Pact Initiate. If the Warlock retains the class feature to shoot 1d10 EBs at-will then the pact initiate is not a problem. If that is not the case then the feat could give them a pact boon over their choice.
The wizard one would need changing. Perhaps give them the cantrips as encounter powers instead.
The big thing this system does is encourage you to open with all 3(4?) of your encounter powers for the most damage, the clean up with basic attacks. The effect is moot. Every time you begin a fight, you want to launch your 2 dice attacks first, then resort to your 1 dice basics. This has the effect of watching your party go nova for 3+ rounds, then resorting to chipping away at weakened, bloody foes. Then rest 5 minutes and do it again.
It really seems no different that the standard rules, except that they can nova for +2 rounds than their level would indicate.
This, of course, will get worse when your PCs hit paragon and have eight or more encounter powers to burn through, then resort to chipping. It will get better in epic though; those 2 dice super-at-wills will be useless damage (equal now to their basics, which go up to 2 dice at 21st) and probably only recalled when their secondary effects are useful (like slow or extra damage to adjacent foe).
Agreed. By that level they will likely fire off their big guns first and then switch down to their weaker effects when needed. And this seems fine to me. Every power should not be as useful by that level. In 3e it would be equivalent of low level spells not packing the same punch as the upper level ones.
If you DON'T double at will dice, your making the fight even LONGER. The wizard is expected to be doing 1d6+int damage min every round (barring misses and excluding magic missile). If he does it three times and resorts to his inferior crossbow, the fight lasts longer because his to-hit is lower (more chance of missing) and his damage is lower (much lower in some cases).
I don't feel that the wizard should be expected to do 1d6+INT every round. If you expected your character to do that much or more you can easily fix that. Take a couple of feats that buff up your character, such as weapon training and weapon focus and get a decent magic weapon. You can contribute with the right character in the form of your basic attacks. I just feel like it should not be necessary for a wizard to contribute with basic attacks.
Neither promote tactical use of encounter powers: go nova and get it over-with.
Tactical uses of powers are still there. I don't understand this.
If you think you can live with the repercussions, go for it man. I just think as soon as this see's field-testing with live PCs, all bets go off and you'll see a lot of "three rounds of encounters, now lets slowly chip away with basics" fights.
Yup, this sounds more like previous editions to me. Instead of we'll chip 'em down in a very linear and programmed way. Technically we still do that but it is quicker and flashier and by my estimation more fun.