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<blockquote data-quote="erf_beto" data-source="post: 4478372" data-attributes="member: 47533"><p>As much as I like the recharge mechanic available to players, do we really want them rolling that many d6 every turn? Perhaps another form of recharging would be better, like spending Action Points, healing surges, magic item daily powers (they won't be carrying a lot of them around, will they? it's basically wands, wondrous items, consumables...), or maybe even another pool, like Magic Points, if powers get too recharge-intensive. This could remove them randomness we don't like <strong>as players</strong>, and the extra dice rolling that might <strong>slow the game</strong>.</p><p> </p><p>Either way, I still believe most spells can work within the daily > encounter > at-will structure of 4e. Any wizard can do most spells, but the specialist get to do them more often than others, meaning feats and paragon path could give you extra uses of those spells - akin to the healing word being an encounter power but used two or three times through the encounter, or like Lay on Hands at-will, but only a couple of times per day. The D&D game is already full of these tweaks: if I remember correctly, the Archmage epic destiny allows an encounter power to became at-will. And we can also base some spells on the Channel Divinity list of powers. </p><p> </p><p>I'm not against "recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />", but I think we could leave it as a last resource. There's a lot of room to explore within the system already. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p> </p><p>As for the wizarding studies, I see them as deciding wich feat, power, or skill you take at level up (out of game conversation), not having players pronounce "Leviosaaaaahh" <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> Adventures obviously happen "outside of" school hours. </p><p> </p><p>I support the idea of leaving scholl by 10th level, but I don't think every student leaves at the same level: Hermione has always been ahead, and Neville always behind (generally speaking. Please, let's not be total geeks and discuss the actual XP total of each character for each year at Hogwarts <img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" />). I think it's safe to assume some main characters left school with paragon powers and feats (even if without their paragon paths - there's always retraining anyway)</p><p> </p><p>Let's see how this goes! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="erf_beto, post: 4478372, member: 47533"] As much as I like the recharge mechanic available to players, do we really want them rolling that many d6 every turn? Perhaps another form of recharging would be better, like spending Action Points, healing surges, magic item daily powers (they won't be carrying a lot of them around, will they? it's basically wands, wondrous items, consumables...), or maybe even another pool, like Magic Points, if powers get too recharge-intensive. This could remove them randomness we don't like [B]as players[/B], and the extra dice rolling that might [B]slow the game[/B]. Either way, I still believe most spells can work within the daily > encounter > at-will structure of 4e. Any wizard can do most spells, but the specialist get to do them more often than others, meaning feats and paragon path could give you extra uses of those spells - akin to the healing word being an encounter power but used two or three times through the encounter, or like Lay on Hands at-will, but only a couple of times per day. The D&D game is already full of these tweaks: if I remember correctly, the Archmage epic destiny allows an encounter power to became at-will. And we can also base some spells on the Channel Divinity list of powers. I'm not against "recharge :5: :6:", but I think we could leave it as a last resource. There's a lot of room to explore within the system already. ;) As for the wizarding studies, I see them as deciding wich feat, power, or skill you take at level up (out of game conversation), not having players pronounce "Leviosaaaaahh" :heh: Adventures obviously happen "outside of" school hours. I support the idea of leaving scholl by 10th level, but I don't think every student leaves at the same level: Hermione has always been ahead, and Neville always behind (generally speaking. Please, let's not be total geeks and discuss the actual XP total of each character for each year at Hogwarts B-)). I think it's safe to assume some main characters left school with paragon powers and feats (even if without their paragon paths - there's always retraining anyway) Let's see how this goes! :) [/QUOTE]
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