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eDragon: Starlock feats and powers
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<blockquote data-quote="doctorhook" data-source="post: 4455325" data-attributes="member: 58401"><p>Agreed, completely. But the balance goes both ways, I believe; a character with fewer attack powers but more utility powers would be a step back towards the "I-can't-do-nuthin'-but-heal!" cleric concept of older editions, which 4E was expressedly trying to get away from. </p><p></p><p>IMO, this "attack-for-utility" scheme clashes particularly strongly when you consider that this is a Paragon Path designed for a <em>striker</em> class.</p><p></p><p>It's like Plane Sailing said: superstructure versus foundation. This power breaks from the "standard mold" in a way that challenges some of the most basic assumptions of the game's structure. (This structure exists to preserve balance and fairness in play.)</p><p></p><p>If this is the kind of (allegedly) "exception-based" design that you're willing to accept, why not an At-Will power that does 2[W] + modifier damage at first level? Why not a Controller with the HP and number of Surges of a Defender? Why not a class that can gain its Paragon Path at 1st-level? Why not have a class that gets to pick two Paragon Paths simulateously? Why not 1st-level daily powers that deal damage like 29th-level daily powers? All of these examples are "exceptions", but I don't believe any of them fit into "exceptions-based" design. Instead, they fit into "game-breaking" design.</p><p></p><p>My, it sure is getting slippery on this slope!</p></blockquote><p></p>
[QUOTE="doctorhook, post: 4455325, member: 58401"] Agreed, completely. But the balance goes both ways, I believe; a character with fewer attack powers but more utility powers would be a step back towards the "I-can't-do-nuthin'-but-heal!" cleric concept of older editions, which 4E was expressedly trying to get away from. IMO, this "attack-for-utility" scheme clashes particularly strongly when you consider that this is a Paragon Path designed for a [I]striker[/I] class. It's like Plane Sailing said: superstructure versus foundation. This power breaks from the "standard mold" in a way that challenges some of the most basic assumptions of the game's structure. (This structure exists to preserve balance and fairness in play.) If this is the kind of (allegedly) "exception-based" design that you're willing to accept, why not an At-Will power that does 2[W] + modifier damage at first level? Why not a Controller with the HP and number of Surges of a Defender? Why not a class that can gain its Paragon Path at 1st-level? Why not have a class that gets to pick two Paragon Paths simulateously? Why not 1st-level daily powers that deal damage like 29th-level daily powers? All of these examples are "exceptions", but I don't believe any of them fit into "exceptions-based" design. Instead, they fit into "game-breaking" design. My, it sure is getting slippery on this slope! [/QUOTE]
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