Except that it was announced that Essentials will cover all levels until 30.I'm sure this is because for Essentials level 10 is max.
Basically, Essentials is for D&D 4e what MERPS was for Rolemaster (minus the licensed setting).
Except that it was announced that Essentials will cover all levels until 30.I'm sure this is because for Essentials level 10 is max.
Basically, Essentials is for D&D 4e what MERPS was for Rolemaster (minus the licensed setting).
First of all, nothing is known about the E-classes beyond level 10. It's possible that they gain some kind of nova ability after all, maybe daily, maybe tied to action points. Maybe they don't. We'll know when it ships.
As for balance, obviously a class without daily ressources will need to make up for it with better at-will and encounter ressources. You need to make a reasonable assumption on the number of encounters per day (4?) and the length of combats (3-7 rounds?) and aim for total damage numbers in the same ball park. This measure won't match every campaign, but it's impossible to create rules that fit every DM and every story.
It also depends on role: a defender works well with a steady, realiable performance, while controllers do best if they can create a big effect that reshapes the battle. Strikers can swing either way, but the earlier they can take out their first target the faster the PC gain the upper hand.
In terms of class balance with respect to daily resource management (a narrow criteria, I know, but the one that's relevant), 4e as it stands at this moment /does/ work for every DM and every story. If the DM wants to run single-encounter days, they'll have to be quite tough encounters, and if he wants to run 8-encounter gauntlets they'll have to be individually rather weak, but there's no particular danger of some classes overshadowing others at either extrem.As for balance, obviously a class without daily ressources will need to make up for it with better at-will and encounter ressources. You need to make a reasonable assumption on the number of encounters per day (4?) and the length of combats (3-7 rounds?) and aim for total damage numbers in the same ball park. This measure won't match every campaign, but it's impossible to create rules that fit every DM and every story.
Pardon me for nitpicking, but even with Essentials, you will still have characters of all classes with pretty much the same at-will/encounter/daily power structure. So, while certain builds of certain classes might be more or less effective under certain gameplay assumptions, it remains to be seen whether the difference will be significant enough to be noticeable in actual play.If the DM wants to run single-encounter days, they'll have to be quite tough encounters, and if he wants to run 8-encounter gauntlets they'll have to be individually rather weak, but there's no particular danger of some classes overshadowing others at either extrem.
D&D never delivered that before, and if Essentials really is the wave of the future, it may never do so again.
Sure, if a build with balance issues isn't played (as is likely, if said issues tend towards it being underpowered), the 'problem' will hardly be noticeable. But, it only takes one badly balanced option to spoil the balance of the whole game - that's why 'balance' is such a hard thing to achieve, and only gets harder the longer a game has been out.Pardon me for nitpicking, but even with Essentials, you will still have characters of all classes with pretty much the same at-will/encounter/daily power structure. So, while certain builds of certain classes might be more or less effective under certain gameplay assumptions, it remains to be seen whether the difference will be significant enough to be noticeable in actual play.
Well, I remain cautiously optimistic. I know from experience (from my experience, at leastSure, if a build with balance issues isn't played (as is likely, if said issues tend towards it being underpowered), the 'problem' will hardly be noticeable. But, it only takes one badly balanced option to spoil the balance of the whole game - that's why 'balance' is such a hard thing to achieve, and only gets harder the longer a game has been out.
Just from what we've seen of the Knight and Thief classes, so far, they're different enough to run into issues - unless some as-yet-undetailed abilities from their level charts turn out to be de-facto dailies.
Well, I remain cautiously optimistic. I know from experience (from my experience, at least) that power differences are usually only noticeable during actual play if they are fairly large.
Well that is the point ... a daily is supposed to be a fairly large bump...
Okay, fair enough. A daily is "supposed to be" a fairly large bump...but are they in practice? At low level, all you get from daily powers is about the equivalent of an extra encounter power once a day, plus some minor improvements for the duration of that same encounter.
So how much of a bump does a daily really provide?