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Forked Thread: How would you have done 4e's Powers?
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<blockquote data-quote="mmadsen" data-source="post: 4541996" data-attributes="member: 1645"><p>Like many people, I think 4E's designers took a wrong turn when they decided that all characters would have at-will, encounter, and daily powers. I can understand the decision, but it rubs me the wrong way.</p><p></p><p>For <strong>martial exploits</strong>, I would much prefer to see potent options limited by conditions that rarely come up, rather than having an explicit once-per-encounter or once-per-day limitation that can only be explained outside the game. Some of the 3E feats already worked this way, and <em>Complete Warrior</em>'s "tactical" feats did as well -- with one feat actually buying you multiple "tactical maneuvers" that shared a theme.</p><p></p><p>Yes, simple resource management is easier to design for, but tactical challenges are more fun and less "meta" -- or at least than can be.</p><p></p><p>For <strong>magical powers</strong>, I can rationalize encounter and daily powers needing time to "recharge", but I much prefer powerful, infrequent magic to cheap, easy magic.</p><p></p><p>I think the designers should have gone in the other direction entirely, with once-per-adventure powers, more like potions and scrolls. Granted, this still leaves us with the problem of giving spellcasters something to do, but I much prefer the flavor.</p><p></p><p>Everyone hates the problem of the "out of spells" spellcaster, but GURPS introduced a fascinating alternative in its <a href="http://www.io.com/~sjohn/unlimited-mana.htm" target="_blank">Unlimited Mana</a> option: let the spellcaster cast as many spells as he wants, but going beyond his limits risks terrible side-effects. That makes for some interesting decisions and dramatic consequences.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 4541996, member: 1645"] Like many people, I think 4E's designers took a wrong turn when they decided that all characters would have at-will, encounter, and daily powers. I can understand the decision, but it rubs me the wrong way. For [b]martial exploits[/b], I would much prefer to see potent options limited by conditions that rarely come up, rather than having an explicit once-per-encounter or once-per-day limitation that can only be explained outside the game. Some of the 3E feats already worked this way, and [i]Complete Warrior[/i]'s "tactical" feats did as well -- with one feat actually buying you multiple "tactical maneuvers" that shared a theme. Yes, simple resource management is easier to design for, but tactical challenges are more fun and less "meta" -- or at least than can be. For [b]magical powers[/b], I can rationalize encounter and daily powers needing time to "recharge", but I much prefer powerful, infrequent magic to cheap, easy magic. I think the designers should have gone in the other direction entirely, with once-per-adventure powers, more like potions and scrolls. Granted, this still leaves us with the problem of giving spellcasters something to do, but I much prefer the flavor. Everyone hates the problem of the "out of spells" spellcaster, but GURPS introduced a fascinating alternative in its [url=http://www.io.com/~sjohn/unlimited-mana.htm]Unlimited Mana[/url] option: let the spellcaster cast as many spells as he wants, but going beyond his limits risks terrible side-effects. That makes for some interesting decisions and dramatic consequences. [/QUOTE]
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