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Discussing 4e Subsystems: POWERS!
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<blockquote data-quote="ProfessorCirno" data-source="post: 4545814" data-attributes="member: 65637"><p>4e didn't necessarily kill the 15 minute work day, it just put some safeguards in to prevent players from blowing their - you know what, I'm not going to use that phrase. It gave players longevity at the cost of choice. You could last just as long in 3e as you could in 4e, saving your good stuff (dailies) for when you needed it, or you can go OH GOD GIANT SPIDER FIREBALL FIREBALL FIREBALL METEOR SHOWER DISINTIGRATE I DON'T CARE THAT IT'S HALF MY LEVEL. In 4e, you can do the first, but noooot so much the second.</p><p></p><p>Stalker covered most of my hangups with the powers system, but there are two places that I think it shines.</p><p></p><p>1) I really like the that powers do damage based on something <em>other then strength</em>. Finally, I don't have to be an elf just to make a dexterity-based attacker <strong>useful</strong>.</p><p></p><p>2) I went on a mini-tangent on this in another thread that sadly seems to have died, but if you want to maximize the good of the powers system, then put the players through a grinder (it helps if they know it's coming). In the example of the other thread, the setting was in the middle of a war/seige, and I gave the idea of the players having to go in and kill a lieutenant. However, to GET to him, they'd have to go through two handfuls of rank and file troops. The catch? The longer the lieutenant was alive, the more the battle swayed in the Bad Guy's favor. This gives the players a "fun" (for the DM, at least) problem - they need to work through the rank and file fast, but if they blow all their powerful attacks, they won't have any left for the big guy. For extra fun, those rank and file troops don't all attack at once - reinforcements trickle in with every round or so, so you can't just unleash one big cocktail and take care of all of them at once.</p><p></p><p>I guess what I'm saying is: the powers system works best when players are frayed. Sure, you can have your <em>x</em> encounters a day, they all use their encounter abilities then their at will and MAYBE a daily, but those get boring. <strong>Fast</strong>. When you fray the players out, they aren't so sure if they even want to use that encounter ability - good god, man, what if something hits us before we're finished and I already used my fireball?! In think when you look at it this way, powers DO have better pacing (YES I KNOW I JUST COMPLAINED ABOUT THAT AT THE BEGINNING OF THE POST SHUT UP ABOUT MY INCONSISTENCIES). And your players will never be more happy for a five minute break between fights.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 4545814, member: 65637"] 4e didn't necessarily kill the 15 minute work day, it just put some safeguards in to prevent players from blowing their - you know what, I'm not going to use that phrase. It gave players longevity at the cost of choice. You could last just as long in 3e as you could in 4e, saving your good stuff (dailies) for when you needed it, or you can go OH GOD GIANT SPIDER FIREBALL FIREBALL FIREBALL METEOR SHOWER DISINTIGRATE I DON'T CARE THAT IT'S HALF MY LEVEL. In 4e, you can do the first, but noooot so much the second. Stalker covered most of my hangups with the powers system, but there are two places that I think it shines. 1) I really like the that powers do damage based on something [I]other then strength[/I]. Finally, I don't have to be an elf just to make a dexterity-based attacker [B]useful[/B]. 2) I went on a mini-tangent on this in another thread that sadly seems to have died, but if you want to maximize the good of the powers system, then put the players through a grinder (it helps if they know it's coming). In the example of the other thread, the setting was in the middle of a war/seige, and I gave the idea of the players having to go in and kill a lieutenant. However, to GET to him, they'd have to go through two handfuls of rank and file troops. The catch? The longer the lieutenant was alive, the more the battle swayed in the Bad Guy's favor. This gives the players a "fun" (for the DM, at least) problem - they need to work through the rank and file fast, but if they blow all their powerful attacks, they won't have any left for the big guy. For extra fun, those rank and file troops don't all attack at once - reinforcements trickle in with every round or so, so you can't just unleash one big cocktail and take care of all of them at once. I guess what I'm saying is: the powers system works best when players are frayed. Sure, you can have your [I]x[/I] encounters a day, they all use their encounter abilities then their at will and MAYBE a daily, but those get boring. [B]Fast[/B]. When you fray the players out, they aren't so sure if they even want to use that encounter ability - good god, man, what if something hits us before we're finished and I already used my fireball?! In think when you look at it this way, powers DO have better pacing (YES I KNOW I JUST COMPLAINED ABOUT THAT AT THE BEGINNING OF THE POST SHUT UP ABOUT MY INCONSISTENCIES). And your players will never be more happy for a five minute break between fights. [/QUOTE]
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