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General Tabletop Discussion
*TTRPGs General
Dragon 382 - Controllers: Breaking the utility power paradigm
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<blockquote data-quote="Vartan" data-source="post: 5022068" data-attributes="member: 26155"><p>For certain builds (a pushy Invoker, an blast Wizard) the Destructive/Explosive/Forceful effects might be worth a Utility slot, but I can't see myself spending a Feat AND a Utility slot on these <em>daily</em> powers. </p><p></p><p>To wit: Feats characterize persistent aspects of your character's style, customizations which broadly reflect how you go about your business. Utility powers can (among many othe things) augment an attack. Put these two together and it's a potentially cool way to add some flavor and nifty crunch to your build...but if you spend a Feat and Utility slot to get in the door (because you want to characterize your Invoker to be extra pushy or your blaster Wizard to serve up Extra Crispy instead of Original Recipe) then I think those Utilities should be Encounter powers. It would, IMO, actually make a nice balance.</p><p></p><p>As for Utility powers in general: they're one of my favorite parts of the game because they're so versatile. Combat or Non-combat, you can take powers that fit the game in which you'll be playing. In pretty much every LFR module I've layed or run there has been at least one (often more) socially-oriented Skill Challenges. My Wizard became a powerhouse in one such adventure by using Arcane Mutterings (plus it's fun to roleplay). My Rogue, on the other hand, gets by with Streetwise and Bluff, so I took Utilities that helped me move around the battlefield. Utility powers give you ways to do cool things that aren't, in and of themselves, attacks: there's such a great variety, especially with the new Skill Powers, that you can find powers to fit your character, group and campaign.</p></blockquote><p></p>
[QUOTE="Vartan, post: 5022068, member: 26155"] For certain builds (a pushy Invoker, an blast Wizard) the Destructive/Explosive/Forceful effects might be worth a Utility slot, but I can't see myself spending a Feat AND a Utility slot on these [I]daily[/I] powers. To wit: Feats characterize persistent aspects of your character's style, customizations which broadly reflect how you go about your business. Utility powers can (among many othe things) augment an attack. Put these two together and it's a potentially cool way to add some flavor and nifty crunch to your build...but if you spend a Feat and Utility slot to get in the door (because you want to characterize your Invoker to be extra pushy or your blaster Wizard to serve up Extra Crispy instead of Original Recipe) then I think those Utilities should be Encounter powers. It would, IMO, actually make a nice balance. As for Utility powers in general: they're one of my favorite parts of the game because they're so versatile. Combat or Non-combat, you can take powers that fit the game in which you'll be playing. In pretty much every LFR module I've layed or run there has been at least one (often more) socially-oriented Skill Challenges. My Wizard became a powerhouse in one such adventure by using Arcane Mutterings (plus it's fun to roleplay). My Rogue, on the other hand, gets by with Streetwise and Bluff, so I took Utilities that helped me move around the battlefield. Utility powers give you ways to do cool things that aren't, in and of themselves, attacks: there's such a great variety, especially with the new Skill Powers, that you can find powers to fit your character, group and campaign. [/QUOTE]
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