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Forked Thread: How would you have done 4e's Powers?
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<blockquote data-quote="Plane Sailing" data-source="post: 4542499" data-attributes="member: 114"><p>I've just thought of another one:</p><p></p><p><strong>Option 5:</strong> 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.</p><p></p><p>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.</p><p></p><p>BTW, one of Stalker0's original points which I disagree with is actually a disagreement with the 4e designers assertion that there was a problem with a "15 minute adventuring day". I've never seen it. Ever. I've never come across anyone that has seen it (and I'm sure if in any of the groups I've ever known that if a party *had* tried that, there would have been consequences which would have mitigated against trying it often). Low level casters could run out of spells, but once 5th-7th level was reached (and earlier if wands were found/made earlier) the casters never ran out of a combination of magic spells or wand-power. Just didn't happen. I think that a major element of 4e design was to counter an essentially non-existent problem. Maybe it was a problem which cropped up in the designers home games so they decided to fix it? Maybe there was a huge market research push to determine whether it was a genuine problem. Who knows?</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4542499, member: 114"] I've just thought of another one: [B]Option 5:[/B] 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. BTW, one of Stalker0's original points which I disagree with is actually a disagreement with the 4e designers assertion that there was a problem with a "15 minute adventuring day". I've never seen it. Ever. I've never come across anyone that has seen it (and I'm sure if in any of the groups I've ever known that if a party *had* tried that, there would have been consequences which would have mitigated against trying it often). Low level casters could run out of spells, but once 5th-7th level was reached (and earlier if wands were found/made earlier) the casters never ran out of a combination of magic spells or wand-power. Just didn't happen. I think that a major element of 4e design was to counter an essentially non-existent problem. Maybe it was a problem which cropped up in the designers home games so they decided to fix it? Maybe there was a huge market research push to determine whether it was a genuine problem. Who knows? Cheers [/QUOTE]
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