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First toon in v4 - what's with all this power?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6140091" data-attributes="member: 82106"><p>Yeah, 'toon' doesn't bother me. I've heard it used in a bit of a derogatory tone now and then, but that's certainly not the case here, so it SHOULD be fine. Still, no need to poke any bears! lol.</p><p></p><p>On topic, you'll find that there are a few other possible sources of powers, even at level 1. The first is racial powers. Not ALL races have a power, some have features that either operate at all times or provide advantages in specific situations without requiring the character to act. Its more common in later 4e material to recast these sorts of things as powers, but PHB1 in particular has a lot of stuff that in effect COULD be a power, but is just not spelled out like one. This can apply to classes too, so for instance the implement mastery features of the PHB1 wizard class probably SHOULD be blocked out as powers, but they're not. So you may have some 'hidden powers' of this sort.</p><p></p><p>The other major source of additional powers are Themes. These were introduced in Dark Sun, and then reintroduced in DDI for general use (in a SLIGHTLY different form). All themes AFAIK grant an encounter power at level 1 in addition to the one you get from your class. Sometimes, much like classes, they may have a feature that is effectively similar to a power (IE like a bonus you can apply in a specific situation or something). </p><p></p><p>Some feats can also provide the character taking them with a power. Usually this is restricted in some way, so for instance some classes have the Channel Divinity class feature and can take CD feats. CD itself allows the character to invoke usually one special CD encounter power per encounter. Leaders also typically have a healing power that is in addition to their other at-wills which uses a minor action. Other types of classes have similar things, typically in PHB2 these are spelled out in power format, like the Warden's Fury and Warden's Grasp powers, and the Warden's ability to mark all adjacent creatures (technically not a power, but it effectively is one).</p><p></p><p>A few classes like the Wizard also have 'alternate' powers (IE ones they can swap in and out, in the case of the Wizard it can swap daily powers for specific alternates using Spell Book, this can extend to other powers too with the right feats and options). Then of course there are Rituals, which aren't technically powers at all, but in a loose sense provide power-like functionality and which are technically not limited in number at all (you just have to find them or buy them as you level up).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6140091, member: 82106"] Yeah, 'toon' doesn't bother me. I've heard it used in a bit of a derogatory tone now and then, but that's certainly not the case here, so it SHOULD be fine. Still, no need to poke any bears! lol. On topic, you'll find that there are a few other possible sources of powers, even at level 1. The first is racial powers. Not ALL races have a power, some have features that either operate at all times or provide advantages in specific situations without requiring the character to act. Its more common in later 4e material to recast these sorts of things as powers, but PHB1 in particular has a lot of stuff that in effect COULD be a power, but is just not spelled out like one. This can apply to classes too, so for instance the implement mastery features of the PHB1 wizard class probably SHOULD be blocked out as powers, but they're not. So you may have some 'hidden powers' of this sort. The other major source of additional powers are Themes. These were introduced in Dark Sun, and then reintroduced in DDI for general use (in a SLIGHTLY different form). All themes AFAIK grant an encounter power at level 1 in addition to the one you get from your class. Sometimes, much like classes, they may have a feature that is effectively similar to a power (IE like a bonus you can apply in a specific situation or something). Some feats can also provide the character taking them with a power. Usually this is restricted in some way, so for instance some classes have the Channel Divinity class feature and can take CD feats. CD itself allows the character to invoke usually one special CD encounter power per encounter. Leaders also typically have a healing power that is in addition to their other at-wills which uses a minor action. Other types of classes have similar things, typically in PHB2 these are spelled out in power format, like the Warden's Fury and Warden's Grasp powers, and the Warden's ability to mark all adjacent creatures (technically not a power, but it effectively is one). A few classes like the Wizard also have 'alternate' powers (IE ones they can swap in and out, in the case of the Wizard it can swap daily powers for specific alternates using Spell Book, this can extend to other powers too with the right feats and options). Then of course there are Rituals, which aren't technically powers at all, but in a loose sense provide power-like functionality and which are technically not limited in number at all (you just have to find them or buy them as you level up). [/QUOTE]
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First toon in v4 - what's with all this power?
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