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General Tabletop Discussion
*Pathfinder & Starfinder
I like encounter powers and rituals but not at-wills and dailies
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<blockquote data-quote="Burrito Al Pastor" data-source="post: 4678037" data-attributes="member: 27303"><p>Theoretically, you could get away with no dailies for players, since you can't assume players would have access to them or be willing to use them for any given encounter. It's problematic, though, because dailies are one of the primary incentives for PCs to <em>ever</em> rest for more than five minutes at a time.</p><p></p><p>But at-wills? You can't take them away without <em>dramatically</em> breaking the balance of something like half the class mechanics in the game.</p><p></p><p>No, seriously. Paladins can no longer be defenders, because their ability to mark enemies is an at-will power. The damage of rangers and warlocks will drop off significantly, because their Hunter's Quarry and Warlock's Curse at-wills are a significant source of their damage (and are also prerequisites for an numbrer of encounter powers and paragon classes.)</p><p></p><p>Oh, and wizards, warlocks, and laser clerics will be functionally incapable of contributing to combat for more than a few rounds.</p><p></p><p>The mechanics of the game are based on the assumption that at-will class powers are as inherent as passive class abilities. If you tinker with that, things break fast.</p><p></p><p></p><p>As far as the credibility of at-wills, I don't see a big issue. If you have a problem with a wizard casting more than a few magic missiles, that's a problem based on assumptions from different game mechanics, and shouldn't have any real bearing on how credible the in-game system of magic in 4e is. There's a lot of systems and settings where there are no limitations whatsoever on how often a wizard can cast any particular spell. Sorcerers of Tzeentch in Warhammer 40,000, for example, are completely immune to spell failure effects; that's simply an inherent part of how a Sorcerer of Tzeentch casts spells.</p><p></p><p>(Also, a battleaxe isn't going to get dull unless you're, like, trying to cut concrete with it. And one of the big historical selling points of magical weapons has always been that they don't need maintenance; a +1 battleaxe should be perfectly sharp, always.)</p><p></p><p>As far as basic attacks not being useful, well, yes. That's because they're basic. If you're a melee class, there's no particular reason why you'd ever just be making a basic melee attack, and there's no reason why a warlock or a ranger would ever make a basic ranged attack. That's not why they're in the game.</p><p></p><p>A warlock makes a basic melee attack if, god forbid, he's in melee. A fighter makes a ranged basic attack if, god forbid, he's using a bow and not a sword.</p><p></p><p>If a character is trained in the art of kicking ass, why should he ever refrain from doing so?</p></blockquote><p></p>
[QUOTE="Burrito Al Pastor, post: 4678037, member: 27303"] Theoretically, you could get away with no dailies for players, since you can't assume players would have access to them or be willing to use them for any given encounter. It's problematic, though, because dailies are one of the primary incentives for PCs to [I]ever[/I] rest for more than five minutes at a time. But at-wills? You can't take them away without [I]dramatically[/I] breaking the balance of something like half the class mechanics in the game. No, seriously. Paladins can no longer be defenders, because their ability to mark enemies is an at-will power. The damage of rangers and warlocks will drop off significantly, because their Hunter's Quarry and Warlock's Curse at-wills are a significant source of their damage (and are also prerequisites for an numbrer of encounter powers and paragon classes.) Oh, and wizards, warlocks, and laser clerics will be functionally incapable of contributing to combat for more than a few rounds. The mechanics of the game are based on the assumption that at-will class powers are as inherent as passive class abilities. If you tinker with that, things break fast. As far as the credibility of at-wills, I don't see a big issue. If you have a problem with a wizard casting more than a few magic missiles, that's a problem based on assumptions from different game mechanics, and shouldn't have any real bearing on how credible the in-game system of magic in 4e is. There's a lot of systems and settings where there are no limitations whatsoever on how often a wizard can cast any particular spell. Sorcerers of Tzeentch in Warhammer 40,000, for example, are completely immune to spell failure effects; that's simply an inherent part of how a Sorcerer of Tzeentch casts spells. (Also, a battleaxe isn't going to get dull unless you're, like, trying to cut concrete with it. And one of the big historical selling points of magical weapons has always been that they don't need maintenance; a +1 battleaxe should be perfectly sharp, always.) As far as basic attacks not being useful, well, yes. That's because they're basic. If you're a melee class, there's no particular reason why you'd ever just be making a basic melee attack, and there's no reason why a warlock or a ranger would ever make a basic ranged attack. That's not why they're in the game. A warlock makes a basic melee attack if, god forbid, he's in melee. A fighter makes a ranged basic attack if, god forbid, he's using a bow and not a sword. If a character is trained in the art of kicking ass, why should he ever refrain from doing so? [/QUOTE]
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Community
General Tabletop Discussion
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I like encounter powers and rituals but not at-wills and dailies
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