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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Messing with the A/E/D/U Power Progression
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<blockquote data-quote="Fanaelialae" data-source="post: 4967727" data-attributes="member: 53980"><p>I don't think that allowing a single power to be swapped around would be a big deal.</p><p></p><p>My biggest concern regarding your idea is the player who takes all encounter or all daily powers, as this could potentially mess with the difficulty and pacing of your game. IMO, encounters are the solid powers you aren't too afraid to toss out there (because you'll have them again in the next fight), whereas dailies require more reserve but usually turn the tide of battle (oftentimes regardless of the attack roll; similar to what in MMO parlance is referred to as an "I win button"). </p><p></p><p>A player with mostly encounters is potentially stronger over the course of a long day (because he has steady, above-average output and doesn't have to worry much over whether he'll need a given power later) but may not have enough "oomph" when things get messy (which would normally be the time he'd use his daily). He's likely to not even need his at-wills for short, easy fights but I expect he'll have a tougher time with harder fights than an "average" PC.</p><p></p><p>A player with mostly dailies is potentially stronger for the duration of a single fight (which he can probably trivialize by spamming one daily after the other) but will be weaker over the course of a full day. If he needs to conserve powers for normal adventuring (as opposed to a 5-minute workday), I expect he'll throw one or two daily powers into the fray and then rely on his at-wills for the rest of the combat. Not necessarily weak so long as the right daily gets used at the right time, but likely boring for long fights (almost like being level 1 for your entire adventuring career).</p><p></p><p>Based on this, my advice would be to allow players to trade no more than half of their powers from a given power category. For example, if I have 4 daily powers I could trade no more than 2 of them for at-wills or encounters.</p><p></p><p>I'd also recommend against allowing attack and utility powers to be traded. Allowing someone to trade an attack for a +5 to a diplomacy check isn't very balanced. Allowing the reverse is probably even less balanced (in any game where combat makes up a noticeable portion of the game). There's an argument to be made for daily and encounter powers being roughly balanced against each other, but I really don't see it in the case of attack/utility powers.</p><p></p><p>Finally, I'll also echo that there's some real potential for power creep. There are definitely classes that justify having weaker encounter powers with stronger dailies and vice versa, and this house rule would allow canny players to capitalize on that difference. My guess, however, is that so long as you impose some limitations, it shouldn't break the game.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 4967727, member: 53980"] I don't think that allowing a single power to be swapped around would be a big deal. My biggest concern regarding your idea is the player who takes all encounter or all daily powers, as this could potentially mess with the difficulty and pacing of your game. IMO, encounters are the solid powers you aren't too afraid to toss out there (because you'll have them again in the next fight), whereas dailies require more reserve but usually turn the tide of battle (oftentimes regardless of the attack roll; similar to what in MMO parlance is referred to as an "I win button"). A player with mostly encounters is potentially stronger over the course of a long day (because he has steady, above-average output and doesn't have to worry much over whether he'll need a given power later) but may not have enough "oomph" when things get messy (which would normally be the time he'd use his daily). He's likely to not even need his at-wills for short, easy fights but I expect he'll have a tougher time with harder fights than an "average" PC. A player with mostly dailies is potentially stronger for the duration of a single fight (which he can probably trivialize by spamming one daily after the other) but will be weaker over the course of a full day. If he needs to conserve powers for normal adventuring (as opposed to a 5-minute workday), I expect he'll throw one or two daily powers into the fray and then rely on his at-wills for the rest of the combat. Not necessarily weak so long as the right daily gets used at the right time, but likely boring for long fights (almost like being level 1 for your entire adventuring career). Based on this, my advice would be to allow players to trade no more than half of their powers from a given power category. For example, if I have 4 daily powers I could trade no more than 2 of them for at-wills or encounters. I'd also recommend against allowing attack and utility powers to be traded. Allowing someone to trade an attack for a +5 to a diplomacy check isn't very balanced. Allowing the reverse is probably even less balanced (in any game where combat makes up a noticeable portion of the game). There's an argument to be made for daily and encounter powers being roughly balanced against each other, but I really don't see it in the case of attack/utility powers. Finally, I'll also echo that there's some real potential for power creep. There are definitely classes that justify having weaker encounter powers with stronger dailies and vice versa, and this house rule would allow canny players to capitalize on that difference. My guess, however, is that so long as you impose some limitations, it shouldn't break the game. [/QUOTE]
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Messing with the A/E/D/U Power Progression
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