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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="AbdulAlhazred" data-source="post: 4680025" data-attributes="member: 82106"><p>I have to second Alex319 on the whole issue of resource management. It is a sort of 'either/or' kind of thing. Either PCs expend resources throughout the day, or they don't. If they DO, pretty much regardless of the value of those resources, they ARE going to want to have extended rest as often as they possibly can. What player would leave some advantage behind if they don't HAVE to? </p><p></p><p>So I fail to see how changing daily's to encounter powers or some sort of 'ritualization' of them is going to really accomplish much. The basic mechanics of hit points alone are enough to insure that, unless you just do like Alex319 says and make every rest into an extended rest. At that point you don't need to tinker with anything.</p><p></p><p>As for the at-will thing, I think you're swatting a fly with a sledge hammer. I've played DnD since the days of the original white boxed set. Sure, back in those days everyone basically had NOTHING BUT 'basic attacks' plus a few 'dailies'. They didn't get boring. Why is magic missle going to get boring but basic attack with a long sword isn't? All at-will powers do is give some 'flavor' to the PCs default form of attack. And as other's have pointed out several times you won't solve the 'breaking down the wall' problem by getting rid of them really. I'd just rule that you cannot use an at-will outside of combat. They are low enough power that you can use them the 20-30 times per encounter that in theory you might need, but 100's or 1000's of uses is just impossible. Or maybe rule that you CAN use magic missle 500 times out of combat, for the cost of a healing surge. Or just rule that no amount of magic missles will ever break down a stone wall.</p><p></p><p>My advice would be to actually PLAY 4e for a while. Then tinker with it. I know when players that are used to older versions of the game read through the 4e rules that a lot of things strike them as ugly, awkward, or just plain dumb. But if you actually play the game, run a campaign for a while, you will rapidly discover that it is a pretty decent system and really isn't in need of much tweaking.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4680025, member: 82106"] I have to second Alex319 on the whole issue of resource management. It is a sort of 'either/or' kind of thing. Either PCs expend resources throughout the day, or they don't. If they DO, pretty much regardless of the value of those resources, they ARE going to want to have extended rest as often as they possibly can. What player would leave some advantage behind if they don't HAVE to? So I fail to see how changing daily's to encounter powers or some sort of 'ritualization' of them is going to really accomplish much. The basic mechanics of hit points alone are enough to insure that, unless you just do like Alex319 says and make every rest into an extended rest. At that point you don't need to tinker with anything. As for the at-will thing, I think you're swatting a fly with a sledge hammer. I've played DnD since the days of the original white boxed set. Sure, back in those days everyone basically had NOTHING BUT 'basic attacks' plus a few 'dailies'. They didn't get boring. Why is magic missle going to get boring but basic attack with a long sword isn't? All at-will powers do is give some 'flavor' to the PCs default form of attack. And as other's have pointed out several times you won't solve the 'breaking down the wall' problem by getting rid of them really. I'd just rule that you cannot use an at-will outside of combat. They are low enough power that you can use them the 20-30 times per encounter that in theory you might need, but 100's or 1000's of uses is just impossible. Or maybe rule that you CAN use magic missle 500 times out of combat, for the cost of a healing surge. Or just rule that no amount of magic missles will ever break down a stone wall. My advice would be to actually PLAY 4e for a while. Then tinker with it. I know when players that are used to older versions of the game read through the 4e rules that a lot of things strike them as ugly, awkward, or just plain dumb. But if you actually play the game, run a campaign for a while, you will rapidly discover that it is a pretty decent system and really isn't in need of much tweaking. [/QUOTE]
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General Tabletop Discussion
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I like encounter powers and rituals but not at-wills and dailies
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