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Combat Advantage 1: Power Knowledge
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<blockquote data-quote="CapnZapp" data-source="post: 4812921" data-attributes="member: 12731"><p><em>(cont'd)</em></p><p></p><p>Of course, then you might ask yourself "are stupid fighters really so stupid they can't access even purely physical stunts?". I mean, why not simply say that you have a "body memory" that makes this power knowledge innate and not depending on stats?</p><p></p><p>For example, changing the rule to apply to one at-will, one encounter and one daily power of levels chosen by the player (effectively treating all characters as having a +6 modifier, but without the possibility to select three encounter powers). </p><p></p><p>This both simplifies the rule and makes the playing-field even. Already the rule looks much more 4E-ish to me! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>* rules for temporary increases or decreases to your Intelligence score. This is very 3E and simply has no place in 4E. I'd simply lose it all, keeping the benefits static throughout play.</p><p></p><p>* time requirements for power selections. Again very 3E. Simply chuck all of this, and simply say "you can change your selections each Extended Rest". Have this take no additional time (other than the extended rest).</p><p></p><p>* why aren't utility powers considered? I would have thought these would be high on the list.</p><p></p><p>* why special rules for wizards. I'd drop these.</p><p></p><p></p><p>By this time the pdf page can be reduced to simply "you gain the knowledge of one additional at-will, encounter, utility and daily power. This does not change the number of powers you can use in a day; only that by an extended rest you can switch out the subset you'll use for that day". Add an example or two and you're done! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4812921, member: 12731"] [I](cont'd)[/I] Of course, then you might ask yourself "are stupid fighters really so stupid they can't access even purely physical stunts?". I mean, why not simply say that you have a "body memory" that makes this power knowledge innate and not depending on stats? For example, changing the rule to apply to one at-will, one encounter and one daily power of levels chosen by the player (effectively treating all characters as having a +6 modifier, but without the possibility to select three encounter powers). This both simplifies the rule and makes the playing-field even. Already the rule looks much more 4E-ish to me! :) * rules for temporary increases or decreases to your Intelligence score. This is very 3E and simply has no place in 4E. I'd simply lose it all, keeping the benefits static throughout play. * time requirements for power selections. Again very 3E. Simply chuck all of this, and simply say "you can change your selections each Extended Rest". Have this take no additional time (other than the extended rest). * why aren't utility powers considered? I would have thought these would be high on the list. * why special rules for wizards. I'd drop these. By this time the pdf page can be reduced to simply "you gain the knowledge of one additional at-will, encounter, utility and daily power. This does not change the number of powers you can use in a day; only that by an extended rest you can switch out the subset you'll use for that day". Add an example or two and you're done! :) [/QUOTE]
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Combat Advantage 1: Power Knowledge
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