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At-will class powers ruining my archetypes
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<blockquote data-quote="Sadrik" data-source="post: 4700865" data-attributes="member: 14506"><p>I thought that I would clean up this thread a bit.</p><p></p><p>There are two sides to the thoughts on removing at-wills, here are some of the thoughts presented over the last few pages and a few other thoughts that have occurred to me that have had merit to be placed on my list.</p><p></p><p>1. The game is not robust enough to remove at-wills it is calibrated in such a way that a single up tick or down tick will cause a catastrophic error in the math. This is obviously hogwash.</p><p></p><p>2. Removing at-wills will remove certain damage types that the game is expecting. By doing this it will cause problems to ripple through the system. This is a variation on point 1.</p><p></p><p>3. The new PHB2 feat which allows you to use any stat for your basic attacks is a further advancement of the 4e idea - any stat = any attack. Yes this can bring up wonkey things but it is all in the realm of 4e. Using STR with your crossbow is a good thing because the high STR fighter can now compete equally with the high DEX archer.</p><p></p><p>Yet: </p><p></p><p>The Warlock crossbowing and rod fighting with his CON score. Neat! Again, I don't like it thematically, it is being argued that the game needs stuff like this to be fully functional. I agree, to a point only as far as this is one of the "ideas" of 4e. A wizard fighting with his INT or a Cleric fighting with his WIS does make making basic attacks more viable.</p><p></p><p>4. </p><p>20 + 20 + 20 + 10 + 10 + 10 + 10 is not the same as 20 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10</p><p></p><p>Making a few assumptions, if the the DMs turn takes 5 minutes to control the monsters and the players on average take 1 minute each (counting the whose turn is it stuff too). One pass around the table with 5 players could take 10 minutes. That 7 round combat takes 70 minutes and the 9 round combat takes 90 minutes. This doesn't even get into the fact that all the mini-bonuses from the at-wills will eat more real time than the basic attacks will. That bonus 20 or more minutes better be super-fun.</p><p></p><p>5. </p><p></p><p>That gave me a smile.</p><p></p><p>6.</p><p></p><p>Yup, and the fighter can do some wuxia effects in an encounter and then they are limited to sworddude or bowman. </p><p></p><p>Additionally, spell casters (wizard) can select some feats that give them reserve feats (use an encounter power twice during an encounter or three times at 16th level) and lowering arcane mastery feat (action point for daily) to heroic tier.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4700865, member: 14506"] I thought that I would clean up this thread a bit. There are two sides to the thoughts on removing at-wills, here are some of the thoughts presented over the last few pages and a few other thoughts that have occurred to me that have had merit to be placed on my list. 1. The game is not robust enough to remove at-wills it is calibrated in such a way that a single up tick or down tick will cause a catastrophic error in the math. This is obviously hogwash. 2. Removing at-wills will remove certain damage types that the game is expecting. By doing this it will cause problems to ripple through the system. This is a variation on point 1. 3. The new PHB2 feat which allows you to use any stat for your basic attacks is a further advancement of the 4e idea - any stat = any attack. Yes this can bring up wonkey things but it is all in the realm of 4e. Using STR with your crossbow is a good thing because the high STR fighter can now compete equally with the high DEX archer. Yet: The Warlock crossbowing and rod fighting with his CON score. Neat! Again, I don't like it thematically, it is being argued that the game needs stuff like this to be fully functional. I agree, to a point only as far as this is one of the "ideas" of 4e. A wizard fighting with his INT or a Cleric fighting with his WIS does make making basic attacks more viable. 4. 20 + 20 + 20 + 10 + 10 + 10 + 10 is not the same as 20 + 10 + 10 + 10 + 10 + 10 + 10 + 10 + 10 Making a few assumptions, if the the DMs turn takes 5 minutes to control the monsters and the players on average take 1 minute each (counting the whose turn is it stuff too). One pass around the table with 5 players could take 10 minutes. That 7 round combat takes 70 minutes and the 9 round combat takes 90 minutes. This doesn't even get into the fact that all the mini-bonuses from the at-wills will eat more real time than the basic attacks will. That bonus 20 or more minutes better be super-fun. 5. That gave me a smile. 6. Yup, and the fighter can do some wuxia effects in an encounter and then they are limited to sworddude or bowman. Additionally, spell casters (wizard) can select some feats that give them reserve feats (use an encounter power twice during an encounter or three times at 16th level) and lowering arcane mastery feat (action point for daily) to heroic tier. [/QUOTE]
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