another idea make the powers progressive and give power points.
1st level of a power does X worth of effect.
2nd level of power does 2X worth of effect.
~
6th level of power does 6X worth of effect.
Then just spend your power points available on whatever power you want at anytime with available points.
So you get like 7 power points at level 5. You spend them on a level 6 encounter power, and a level 1 daily.
Not a fully refined idea, but I think you might get what I am saying.
Or just let the powers, like magic items of the past, graduate with the PC level.
Why? I want to be able to use Crushing Blow more often, so why can you not specialize in a series of powers?
I’m a strong proponent of power points too, with a cost by level for each power.
Why? Because I was never a fan of vancian spell-casting and "vancian" sword-swinging offends me to the deepest depths of my soul. I know it has been debated to death before, so let’s just say it’s a problem for some of us that wasn’t mentioned in Stalker0’s thread.
Maybe I’d keep some per turn/encounter limit or include some side-effect mechanic to prevent players from burning all their points in a single fight and avoid the so called 15 minute adventuring day.
Benefits of a pp system:
- martial characters and spellcasters still use the same system but unlike the 4e system, it makes sense for both. Running out of powers actually simulates something (fatigue). No more convoluted "narrativist" justifications needed.
- a single power can be used several times. No more "oh, I still have enough juice to pull off my most kickass daily trick, but no way I could trip my opponent again in this fight"
- players are no longer penalized if they don’t always pick the most useful powers in all circumstances. Which allows for more varied powers and specific character concepts.
Drawbacks:
- Balance and abusable powers require extra attention.
But that’s what designers and playtesters are paid for.
- possible spamming of the same attack.
But a simple penalty each time a particular power is used against the same opponent would partly prevent that and still make sense "in game".
And again, this design would allow immunities and non-generic powers back into the game so different attacks would be appropriate depending on the circumstances.
On a side note, I would also weed out the ubiquitous "hit target for completely unrelated effect" powers.
If you don’t want clerics to waste a turn on healing, then give them healing as a free action.
Having to hit someone to heal or buff your allies is stupid, no matter how many sparkly light effects you put in the description.
Same for the warlock. How the f



does offing people help you teleport?
As for the warlord… well, scr
ap the warlord. He's not worth the trouble.
Option 5: Introduce recharges for encounter and utility powers. Daily powers recharge on a 6, Encounter powers recharge on a 4,5,6, say. Do the same for monsters which have daily and encounter only powers.
Why? Because it is boring when you miss on half of your cool powers and you have to settle down to slogging your way through a fight with the at-wills.
Random recharges are not very elegant and require extra rolls but to me they’re still better than the 4e system as is. Making eladrin and eladrin PCs a bit more alike isn’t a bad idea either.
The True20 system (fatigue checks) would also work for me after a little cleanup and the kind of playtesting and balancing WotC can afford.
Sigh... All those missed opportunities...