Sadrik
First Post
I agree, it is still more beneficial to focus on your powers and not on basic attacks. However, it does give the option to focus on basic attacks and I think that opens up a whole new avenue that is not there in 4e currently.I certainly wouldn't bother putting a 14 into a melee stat, even with your rules. It's still better to throw all my encounter powers then delay the rest of the combat. Because attempting to hit with +5 to hit at first level for 1d4+2 damage is kind of dumb. Against creatures with 16 AC, you only have a 50% chance of hitting for an average of 4 damage.
So you are a proponent of:That's the problem with using the core of 4e to do what you want. The core of 4e assumes EVERYONE is attacking with a stat that is 16+. The average actually assumes an 18 with + or - 1 being acceptable.
And that's at 1st level. Unless you put a point into strength every time you get a choice for leveling, any attacks you make with strength fall farther and father behind.
The math is so well balanced that anything more than a point or two off the average and you might as well not bother.
The concern is that if this fundamental is altered, it may collapse the game and no one will hit or do a proper amount of damage to contribute in a meaningful way.
Fair enough, I don't think it will be that drastic, again the wizard is not supposed to be as good as the fighter, if it were that way then it would be a problem.
I don't. First of all, getting rid of the at-will powers is easy. Doing what you propose is rewriting 3e.I actually think it would be easier to house rule 3e to do what you want than to force 4e to go there.
Yes, I mean the core fundamental mechanics that make the game work. +1/2 level bonus, how skills work, stats, experience and encounter design, easy to prep and stuff like that. Those in my mind are the core mechanics to the game. Sub-systems on top of that include classes, powers, magic items, etc. Anything that you could easily take away is a sub-system. For instance you could easily take away classes and throw in some generic template that gives you 4 skills and that is it and play the game. I don't think that would be very interesting but it would be playable.Unless you mean something different by "core". Do you mean the math behind all the monsters and players?
Out of the core mechanics I think I only have one problem (stat polarity), out of the sub-systems I have a few but sub-systems are easily fixed core mechanics are much more difficult.
As far as removing the at-wills and adding 2 more encounters at 1st level, that is a snap. Does it open up more archetypes of characters more easily? Yup. Does it make the wizard and to a lesser extent warlock less powerful? Yup. Does it give you more a D&D feel? Yup. Does it utilize the superior core mechanics? Yup. Does it allow for a less magical, less wuxia feel for the game? Yup.