Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
At-will class powers ruining my archetypes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 4694609" data-attributes="member: 5143"><p>Fair enough, a lot of my previous post already goes into a discussion of this. This is the post for those who didn't want to read through the last one.</p><p></p><p>Here's the basic summary:</p><p>There are two major problems with removing at wills for longer lasting, more powerful encounter powers:</p><p></p><p>1. <strong>Swingy Combat</strong>. If all powers still have attack rolls, then this method makes combats a LOT more swingy. If someone has one encounter power and misses, and it would have done 30 damage while their basic attack does 6(adjusted for probability of hitting), they've just extended the combat by 5 rounds.</p><p></p><p>The reverse of this is if everyone hits with their more powerful encounter powers on the first round, the battle ends really quickly with nearly no challenge at all and no resources wasted.</p><p></p><p>2. <strong>The Action Economy</strong>. What an action is worth in a combat. Long lasting effects have their effect in every round of combat. This means that they have the same effect as a power that lasts a round multiplied by the number of rounds they last for.</p><p></p><p>This also allows you to stack powers. Each round you get to add the effects of all powers you've used together for the entire encounter. And there's no way to predict how long an encounter will last anymore, due to how swingy it is. So, a +2 to hit might last 20 rounds and give you huge amounts of damage or it might last 1 round and do nothing. So, there's no way to tell how powerful it is. How do you balance powers against each other with no way of knowing how powerful they are?</p><p></p><p></p><p>These two issues, when combined mean that all the predictability that has been designed into the core 4e mechanics is thrown out. Since the goal of the 4e core mechanic is to add predictability to the game, I suggest that your goal is impossible. If remove at-will powers you sacrifice the core 4e mechanic.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4694609, member: 5143"] Fair enough, a lot of my previous post already goes into a discussion of this. This is the post for those who didn't want to read through the last one. Here's the basic summary: There are two major problems with removing at wills for longer lasting, more powerful encounter powers: 1. [B]Swingy Combat[/B]. If all powers still have attack rolls, then this method makes combats a LOT more swingy. If someone has one encounter power and misses, and it would have done 30 damage while their basic attack does 6(adjusted for probability of hitting), they've just extended the combat by 5 rounds. The reverse of this is if everyone hits with their more powerful encounter powers on the first round, the battle ends really quickly with nearly no challenge at all and no resources wasted. 2. [B]The Action Economy[/B]. What an action is worth in a combat. Long lasting effects have their effect in every round of combat. This means that they have the same effect as a power that lasts a round multiplied by the number of rounds they last for. This also allows you to stack powers. Each round you get to add the effects of all powers you've used together for the entire encounter. And there's no way to predict how long an encounter will last anymore, due to how swingy it is. So, a +2 to hit might last 20 rounds and give you huge amounts of damage or it might last 1 round and do nothing. So, there's no way to tell how powerful it is. How do you balance powers against each other with no way of knowing how powerful they are? These two issues, when combined mean that all the predictability that has been designed into the core 4e mechanics is thrown out. Since the goal of the 4e core mechanic is to add predictability to the game, I suggest that your goal is impossible. If remove at-will powers you sacrifice the core 4e mechanic. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
At-will class powers ruining my archetypes
Top