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At-will class powers ruining my archetypes
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<blockquote data-quote="Cadfan" data-source="post: 4694681" data-attributes="member: 40961"><p>Its more than that, actually. 4 is 20% of the distribution from 1 to 20, but what you seem to want to calculate is increased damage per round. And since the attack that's being boosted by Righteous Brand already has a miss chance, you have to factor that in.</p><p> </p><p>Lets say you hit with Righteous Brand. You grant +4 attack to someone who was previously hitting on a 9+. Now he hits on a 5+. Previously his expected damage was .6*X, now its .8*X. That's a 33% increase.</p><p></p><p>This conversation isn't about the actual game. The people trying to change 4e aren't actually playing it. They just want to armchair debate how things <em>ought</em> to be. Which is fine. That's the perspective from which I've been engaging in this thread as well. I mean, I actually play the game, but I've been treating this thread as a gameplay-experience-free zone. Its all good fun, even if its pointless. Its the internet.</p><p> </p><p>Overall I have some sympathy for a desire to make characters diversify outside of their general shtick a little bit, particularly by adding non magical combat options. I disagree a bit with Sadrik on what the <em>point</em> of doing that is: I'd rather have a character who can competently fight with both spells and nonmagical melee combat and accomplishing different things with each, so that the player embraces both as interesting options. He'd rather make nonmagical melee combat something that spellcasters <em>have</em> to do whether they like it or not, and force them to begrudgingly invest exactly enough resources in it to survive until they learn enough magic to stop caring. As a result, he prefers to take away at will powers so that basic attacks will have to be used once limited use powers run out. I'd rather diversify at wills or add in melee encounter powers so that characters can do whatever they prefer for a given situation.</p><p> </p><p>I just think its nuts to claim that the game is lacking options because the basic attack isn't a strong choice. Its pretty obvious to anyone paying attention that your at wills for your melee classes are just basic attacks upgraded with the sorts of things that existed in 3e as feats. By making them powers instead of basic attacks augmented by feats they prevent them from stacking, making the system as a whole more resilient to breaks and power creep.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4694681, member: 40961"] Its more than that, actually. 4 is 20% of the distribution from 1 to 20, but what you seem to want to calculate is increased damage per round. And since the attack that's being boosted by Righteous Brand already has a miss chance, you have to factor that in. Lets say you hit with Righteous Brand. You grant +4 attack to someone who was previously hitting on a 9+. Now he hits on a 5+. Previously his expected damage was .6*X, now its .8*X. That's a 33% increase. This conversation isn't about the actual game. The people trying to change 4e aren't actually playing it. They just want to armchair debate how things [I]ought[/I] to be. Which is fine. That's the perspective from which I've been engaging in this thread as well. I mean, I actually play the game, but I've been treating this thread as a gameplay-experience-free zone. Its all good fun, even if its pointless. Its the internet. Overall I have some sympathy for a desire to make characters diversify outside of their general shtick a little bit, particularly by adding non magical combat options. I disagree a bit with Sadrik on what the [I]point[/I] of doing that is: I'd rather have a character who can competently fight with both spells and nonmagical melee combat and accomplishing different things with each, so that the player embraces both as interesting options. He'd rather make nonmagical melee combat something that spellcasters [I]have[/I] to do whether they like it or not, and force them to begrudgingly invest exactly enough resources in it to survive until they learn enough magic to stop caring. As a result, he prefers to take away at will powers so that basic attacks will have to be used once limited use powers run out. I'd rather diversify at wills or add in melee encounter powers so that characters can do whatever they prefer for a given situation. I just think its nuts to claim that the game is lacking options because the basic attack isn't a strong choice. Its pretty obvious to anyone paying attention that your at wills for your melee classes are just basic attacks upgraded with the sorts of things that existed in 3e as feats. By making them powers instead of basic attacks augmented by feats they prevent them from stacking, making the system as a whole more resilient to breaks and power creep. [/QUOTE]
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