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D&D eXPerience: Core Mechanics (now compiled in 1st post!)
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<blockquote data-quote="Geron Raveneye" data-source="post: 4081243" data-attributes="member: 2268"><p>To be complete:</p><p></p><p>3E Haste: 1 additional partial action per round for #rounds = caster level, 1/spell/day</p><p></p><p>4E: 1 additional action per action point, at least 1 action point/day, averaging 1/encounter</p><p></p><p>And then the spell was nerfed for granting additional partial actions (unspecified ones) for what amounted to be 1-2 combats/day, because people could do other things with it than attacking with a weapon, which supposedly made hasted characters "overpowered"...in part because the nasty setback from older variants of the spell was gone as well. Now everybody can have the same effect, at least once per encounter, most likely more than once or twice a day, depending on how many action points they gain during their encounters, with the "only" setback the loss of an action point. </p><p></p><p>Yes, I see the difference.</p><p></p><p></p><p></p><p></p><p>Yeah, that's basically what I alluded to. They changed the unspecified "partial action" to "1 additional attack" because characters were allowed to use other special abilities with a partial action, too.</p><p>What I've seen from the rogue in play description, getting another action will enable characters to use their special abilities again. That's what I find ironic. I realize, though, that 4E most likely places a different emphasis/importance on one action in combat. So my only judgement before I've seen the rules fully will be "ironic".</p><p></p><p>And this is more an observation, less a point of discussion, for me. It simply shows some of the design principles behind 4E again, that's all.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 4081243, member: 2268"] To be complete: 3E Haste: 1 additional partial action per round for #rounds = caster level, 1/spell/day 4E: 1 additional action per action point, at least 1 action point/day, averaging 1/encounter And then the spell was nerfed for granting additional partial actions (unspecified ones) for what amounted to be 1-2 combats/day, because people could do other things with it than attacking with a weapon, which supposedly made hasted characters "overpowered"...in part because the nasty setback from older variants of the spell was gone as well. Now everybody can have the same effect, at least once per encounter, most likely more than once or twice a day, depending on how many action points they gain during their encounters, with the "only" setback the loss of an action point. Yes, I see the difference. Yeah, that's basically what I alluded to. They changed the unspecified "partial action" to "1 additional attack" because characters were allowed to use other special abilities with a partial action, too. What I've seen from the rogue in play description, getting another action will enable characters to use their special abilities again. That's what I find ironic. I realize, though, that 4E most likely places a different emphasis/importance on one action in combat. So my only judgement before I've seen the rules fully will be "ironic". And this is more an observation, less a point of discussion, for me. It simply shows some of the design principles behind 4E again, that's all. [/QUOTE]
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