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*TTRPGs General
Floating Powers (Was: WoTC March 2009 Editorial Calendar)
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<blockquote data-quote="Hadrian the Builder" data-source="post: 4717119" data-attributes="member: 73776"><p>First of all, thanks for coming here and talking with us.</p><p> </p><p>I hope I can make the thrust of my point without getting too verbose.</p><p> </p><p>Bottom Line: Flexibility and diverse options.</p><p> </p><p>I agree that alot of what supports the classes primary role resides in the class features. Although powers are significant, you can't count on them for supporting the role entirely because multi-classing is a factor.</p><p> </p><p>I think we've noticed that most classes have a primary role and they lean towards a secondary, or they have a choice of secondary leanings. Generic powers could help players lean more heavily towards a style, trusting in class features to protect the class flavor and role.</p><p> </p><p>examples: The rogue's "striker" role resides in sneak attack, a class feature. The fighter's "defender" role resides in combat challenge. A paladin, divine challenge...</p><p> </p><p>Powers, on the other hand, really help the character shape his secondary role (I think) (like dual strike (More striker) vs. tide of iron (More defender))</p><p> </p><p>I want more flexibility in my power selection and some freedom from some of the ability score problems I see with multi-classing currently. </p><p> </p><p>I don't want to have to multi-class to barbarian or fighter (as a Paladin, eg); because, I want to focus on charging at foes, or engaging multiple targets at once, or dueling a single foe or whatever. I want tactical style options without picking up another class's flavor.</p><p> </p><p>I want to see some encounter level generic (or "basic") moves like "basic trip", and an encounter-level "charge" , encounter-level "bull rush". (I've got lots of ideas, but I will spare the details here) </p><p> </p><p>In addition, heroic tier just doesn't have enough at-will and encounter power options. A 1st level character can do 2 "neat things" before they hit the "At-will grind". A 20th level character can do 13 "neat things" before they are down to at-will powers only. </p><p> </p><p>In between those extremes is alot of room to create new options. Generic power options and generic encounter-level basic combat attacks can fill some of the boring spaces.</p></blockquote><p></p>
[QUOTE="Hadrian the Builder, post: 4717119, member: 73776"] First of all, thanks for coming here and talking with us. I hope I can make the thrust of my point without getting too verbose. Bottom Line: Flexibility and diverse options. I agree that alot of what supports the classes primary role resides in the class features. Although powers are significant, you can't count on them for supporting the role entirely because multi-classing is a factor. I think we've noticed that most classes have a primary role and they lean towards a secondary, or they have a choice of secondary leanings. Generic powers could help players lean more heavily towards a style, trusting in class features to protect the class flavor and role. examples: The rogue's "striker" role resides in sneak attack, a class feature. The fighter's "defender" role resides in combat challenge. A paladin, divine challenge... Powers, on the other hand, really help the character shape his secondary role (I think) (like dual strike (More striker) vs. tide of iron (More defender)) I want more flexibility in my power selection and some freedom from some of the ability score problems I see with multi-classing currently. I don't want to have to multi-class to barbarian or fighter (as a Paladin, eg); because, I want to focus on charging at foes, or engaging multiple targets at once, or dueling a single foe or whatever. I want tactical style options without picking up another class's flavor. I want to see some encounter level generic (or "basic") moves like "basic trip", and an encounter-level "charge" , encounter-level "bull rush". (I've got lots of ideas, but I will spare the details here) In addition, heroic tier just doesn't have enough at-will and encounter power options. A 1st level character can do 2 "neat things" before they hit the "At-will grind". A 20th level character can do 13 "neat things" before they are down to at-will powers only. In between those extremes is alot of room to create new options. Generic power options and generic encounter-level basic combat attacks can fill some of the boring spaces. [/QUOTE]
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