I'm A Banana
Potassium-Rich
So, their at-wills are stronger than other classes' dailies?! 3[W] at-wills?! That's insane!
Read a Slayer thread on WotC's CharOp forum. They aren't weaker without dailies by any stretch of the imagination.
So, their at-wills are stronger than other classes' dailies?! 3[W] at-wills?! That's insane!
Read closerFrom what I have heard of CharOp boards they look at DPR only.
On DPR the Slayer is great - he is built to have a solid consistant damage that knocks a few rounds off combats on average.
Where the Slayer falls down is the "We need that thing dead NOW!!!!!" situation, where the use of a strong Daily, AP, another strong Daily can be a novablast of damage and the fight in question is shortened by 4 rounds or so.
In my experience, it's usually the leader classes who turn a fight on its head, not the controllers, and that is with or without daily powers.Ya, dailies for all clearly made balancing the game easier. The wotcies are now saying "we have the knowledge, don't worry about balance". OK.
But dailies also mean that someone, besides the wizard, can suddenly turn a loosing situation into a winning one.
For one thing, we have exmples of "one & done" casting of magic spells from Jack Vance...but also other writers as well, like Michael Moorcock, Fritz Lieber and Larry Niven to name a few.
Nope, not me.
The great ones may change the game at any moment: track down video of matchups between 2 elite teams and you're likely to see one team have plays that would crush the spirit of lesser team...only to be matched time & time again by the other team's performance. I've seen games like that, where a team overcomes a 35 point deficit; where the lead changes 4 times in 3 minutes as the opposing offenses explode for a combined 5 touchdowns; where a single player refuses to let his team lose and scores multiple touchdowns on special teams...and ads one on offense.
There's a reason some players get nicknames like "The Human Highlight Reel" or "The Human Joystick".
So, no, no dailies in my narrativist football RPG.
So, no, no dailies in my narrativist football RPG.
Again, no.
First of all, my suggested revision had as one- indeed, the first- option a synergistic effect: increased efficacy of chained encounter powers as the first sets up the foe to drop his defenses at the wrong time. IOW, like how a feint low may open up a strike high, or like a videogame combo strike.
Second, being able to reuse or boost encounter powers- as depicted in several proffered alternatives- within the same encounter could prove to be just as devastating to a given foe...especially if the daily you're comparing it to wouldn't be particularly effective against your foe of the moment. (In a sense, it's not unlike the 3.x debate over which was better, a higher crit threat range or a higher multiplier.)
Different from dailies? Yes. Less powerful? Maybe yes, maybe no. Intentional gimping of martial PCs? Not at all.
My comment is why go through all of this rigamarole?
Better for whom?Having designed several games I can tell you that unless there is some sort of specific mechanical reason to make something complex you are always much better off with a simpler and more direct approach.
Ya, dailies for all clearly made balancing the game easier. The wotcies are now saying "we have the knowledge, don't worry about balance". OK.
But dailies also mean that someone, besides the wizard, can suddenly turn a loosing situation into a winning one.
It has nothing to do with level of abstraction- I really don't agree at all that the a/e/d/u model represents in any way what I see in sports contests. Simply put, I have seen too many stunning individual performances in team sports to think otherwise. It's a poor model, IMHO.
And I would wager you would be perfectly happy with it and it would be an excellent mechanic in the context of some game designs. It could even be quite simulationist in the right context.
Or to put it another way, my narrative experience gets stabbed in the heart by a glaringly artificial mechanic.
What is artificial about it? Really look at it. Surely in a given adventuring day there will come a point in time where a character will expend his maximum effort for that day. Surely allowing the player to determine when that moment is is FAR from "a glaringly artificial mechanic". Again, come on, you can swallow hit points but you can't swallow this? I don't really honestly think the issue is the mechanic, I think the issue really at its heart comes down to 4e slew the sacred cow of fighters not having daily powers.
Beefed-up encounter powers, OTOH, don't have that effect on my roleplaying experience.
Why not?!! Really, advance an argument that makes sense and doesn't also apply to encounter powers.
Having played somewhere around a hundred different RPG systems, including a couple playtests, I can tell you that sometimes simple and straightforward design leads to other issues, such as your intended audience being of the opinion that your design doesn't model what you think it does- ESPECIALLY when they have a prior edition to compare it to.
Like I say, the issue for 4e is almost purely a matter of people don't like the way it slew various sacred cows.
Which is why I've recently (as in, sometime around July 2010) come to the conclusion that 4Ed's success could have been bigger and better (long term) divorced from legacy issues. Using "A new generation RPG from the makers of D&D!" kind of marketing to leverage the brand name without shackling the game to legacy issues, you'd be giving it a larger space to grow into; room to create it's own unique mythology.
Yeah, except it would be competing against PF, which would then REALLY and truly be D&D. They couldn't have done that. It is simply unrealistic. Besides, I don't really think they felt very shackled to legacy anything. They extracted much of the best design features of previous editions and ruthlessly changed things when it suited them. We can see how fond people are of that already. Sure, they COULD have gone further. No doubt about it. Seems to me what people are complaining about is how far they DID go. No doubt a few more slayings could probably make an even better set of mechanics, but they've already gotten 85% of the way there, so I don't think it is that big a deal personally.