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List of Broken Powers
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5433645" data-attributes="member: 82106"><p>Yeah, it can be situational as to what is 'broken'. I think the reason clerics come up so often is they have the deepest skillset in terms of effecting the resource usage of the party, and the game is fundamentally a resource allocation problem at its core. Anything that can make a big difference there has a large effect on how the game goes. Defensive powers in general tend to run into the problematic, for the kinds of reasons KD brings up, if they debuff the enemy more than a moderate amount the overall impact is high. If the power works automatically then it creates a huge advantage whenever used. If it has to hit or whatever then it does the same thing but it is swingy. You can't really balance potency of a power vs how often it will work, this is just bad game design and always fails (and designers seem to be irresistibly drawn to make this mistake like lemmings).</p><p></p><p>Seems to me the game is going in the direction of being a bit more swingy though. Early PHB1 4e was hard into the 'no swinginess' thing (not that worked as planned, but the general design was based around that). Almost 3 years in we have increased damage outputs and thus more margin for rolls of the dice to swing things. So you will see a difference in what powers work well and why.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5433645, member: 82106"] Yeah, it can be situational as to what is 'broken'. I think the reason clerics come up so often is they have the deepest skillset in terms of effecting the resource usage of the party, and the game is fundamentally a resource allocation problem at its core. Anything that can make a big difference there has a large effect on how the game goes. Defensive powers in general tend to run into the problematic, for the kinds of reasons KD brings up, if they debuff the enemy more than a moderate amount the overall impact is high. If the power works automatically then it creates a huge advantage whenever used. If it has to hit or whatever then it does the same thing but it is swingy. You can't really balance potency of a power vs how often it will work, this is just bad game design and always fails (and designers seem to be irresistibly drawn to make this mistake like lemmings). Seems to me the game is going in the direction of being a bit more swingy though. Early PHB1 4e was hard into the 'no swinginess' thing (not that worked as planned, but the general design was based around that). Almost 3 years in we have increased damage outputs and thus more margin for rolls of the dice to swing things. So you will see a difference in what powers work well and why. [/QUOTE]
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