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<blockquote data-quote="I'm A Banana" data-source="post: 4200185" data-attributes="member: 2067"><p>I think it's more "lets add some fundamentals to these slam dunks" or "lets add some base-hitters to our home run kings."</p><p></p><p>To an extent, I can agree with this. But I think it's kind of shooting at the wrong star.</p><p></p><p>The reason at-will get stale has less to do with how wahoo everything else is and more to do with how many options a given first-level character has in combat.</p><p></p><p>In 3e, a starting spellcaster would be launching a magic missile, but they'd also have a burning hands, a grease, and whatever else when they got bored of Magic Missile (usually in the form of scrolls at this point -- 50 gp wasn't much, even for 1st level). Meanwhile, the starting fighter would be swinging his sword, but he'd also have trip and disarm and grapple and two-weapon fighting and shield bashing when he got bored of swinging his sword.</p><p></p><p>Note that in both cases, the other options are usually VASTLY situational and quite a bit less helpful. No fighter is going to give up a sword to be able to shield bash better, no wizard would surrender Magic Missile for an extra Grease spell, but the options did exist, and they gave you a feeling of constantly having three or four things to do, even at first level, if you really wanted to.</p><p></p><p>In 4e, in order to make things more simple, a lot of those extraneous options that weren't really used in the first place get either cut or re-introduced in such a way as that you have to choose them INSTEAD of another power, not along with another power.</p><p></p><p>This means that you DO have less options, though each option you have is more significant.</p><p></p><p>Perhaps a sort of "stunt" system would alleviate this almost entirely. It doesn't sound like any of the pre-gen games used anything like that, but I know that if I could try to pin one of the dragon's limbs under a boulder or lure it outside where I've arranged for 10,000 archers to dwell, or whatever, I'd only eyebite two or three times before getting a little...chaotic. <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="I'm A Banana, post: 4200185, member: 2067"] I think it's more "lets add some fundamentals to these slam dunks" or "lets add some base-hitters to our home run kings." To an extent, I can agree with this. But I think it's kind of shooting at the wrong star. The reason at-will get stale has less to do with how wahoo everything else is and more to do with how many options a given first-level character has in combat. In 3e, a starting spellcaster would be launching a magic missile, but they'd also have a burning hands, a grease, and whatever else when they got bored of Magic Missile (usually in the form of scrolls at this point -- 50 gp wasn't much, even for 1st level). Meanwhile, the starting fighter would be swinging his sword, but he'd also have trip and disarm and grapple and two-weapon fighting and shield bashing when he got bored of swinging his sword. Note that in both cases, the other options are usually VASTLY situational and quite a bit less helpful. No fighter is going to give up a sword to be able to shield bash better, no wizard would surrender Magic Missile for an extra Grease spell, but the options did exist, and they gave you a feeling of constantly having three or four things to do, even at first level, if you really wanted to. In 4e, in order to make things more simple, a lot of those extraneous options that weren't really used in the first place get either cut or re-introduced in such a way as that you have to choose them INSTEAD of another power, not along with another power. This means that you DO have less options, though each option you have is more significant. Perhaps a sort of "stunt" system would alleviate this almost entirely. It doesn't sound like any of the pre-gen games used anything like that, but I know that if I could try to pin one of the dragon's limbs under a boulder or lure it outside where I've arranged for 10,000 archers to dwell, or whatever, I'd only eyebite two or three times before getting a little...chaotic. :) [/QUOTE]
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