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How would you prefer D&D class abilities to be handled?
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<blockquote data-quote="I'm A Banana" data-source="post: 4560461" data-attributes="member: 2067"><p>The idea is that those 4 "slots" are basically the only powers you get to select between in a given encounter. You don't have 10 different options for what to do this round, you have 4. It's much easier to weigh the pros and cons of this limited selection (especially as each one has an express purpose: if you need healing, better use your Healing Power. If you need to weaken a tough enemy, better use your Debuff Defense/Buff Attack power)</p><p></p><p>When you gain levels, you change what those four are (upgrades and the like) but you don't get more options in a given encounter.</p><p></p><p>The conditions/status ailments/whatnot might be affected through feats more than anything else. You take a feat that lets you knock people prone with one of your Damage powers. You take a feat that lets you push an enemy back with one of your Debuff Attack powers.</p><p></p><p></p><p></p><p>Yeah, this was more to make each class viable with any other class, so that no one is "forced to play the Wizard" or anything. A team of four fighters is just as capable as a team of two rogues and a cleric, but they will play differently.</p><p></p><p>I don't take the videogamey as an insult. This theory comes out of my work on FFZ, so that's probably inevitable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But in a videogame, it's pretty easy to deal with, experiment with, and find the ideal power from amongst a big list (random combats and few penalties for dying (or little risk against weak enemies) let you try different strategies over and over again). At the tabletop, you don't get much experimenting time (every combat could be your last one!), and each decision is much more important. You can't grind, and having 10 or more options for what to do in a round is a little paralyzing. So while it has its roots in the videogame, a system with fewer powers would work better at the table than a system with a library of different effects.</p><p></p><p>If I had four at-wills, choosing what to do would be easier (and maybe I could power them up by turning them into an encounter or a daily, to keep that resource management aspect of the game).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4560461, member: 2067"] The idea is that those 4 "slots" are basically the only powers you get to select between in a given encounter. You don't have 10 different options for what to do this round, you have 4. It's much easier to weigh the pros and cons of this limited selection (especially as each one has an express purpose: if you need healing, better use your Healing Power. If you need to weaken a tough enemy, better use your Debuff Defense/Buff Attack power) When you gain levels, you change what those four are (upgrades and the like) but you don't get more options in a given encounter. The conditions/status ailments/whatnot might be affected through feats more than anything else. You take a feat that lets you knock people prone with one of your Damage powers. You take a feat that lets you push an enemy back with one of your Debuff Attack powers. Yeah, this was more to make each class viable with any other class, so that no one is "forced to play the Wizard" or anything. A team of four fighters is just as capable as a team of two rogues and a cleric, but they will play differently. I don't take the videogamey as an insult. This theory comes out of my work on FFZ, so that's probably inevitable. ;) But in a videogame, it's pretty easy to deal with, experiment with, and find the ideal power from amongst a big list (random combats and few penalties for dying (or little risk against weak enemies) let you try different strategies over and over again). At the tabletop, you don't get much experimenting time (every combat could be your last one!), and each decision is much more important. You can't grind, and having 10 or more options for what to do in a round is a little paralyzing. So while it has its roots in the videogame, a system with fewer powers would work better at the table than a system with a library of different effects. If I had four at-wills, choosing what to do would be easier (and maybe I could power them up by turning them into an encounter or a daily, to keep that resource management aspect of the game). [/QUOTE]
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