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My 4e problem.
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<blockquote data-quote="Cadfan" data-source="post: 4724656" data-attributes="member: 40961"><p>That has nothing to do with it.</p><p> </p><p>Look, the game designers set the bounds in which the players can improvise. For example, no character built with the standard rules can begin the game with less than 18 hit points. Likewise no character can begin with more than 42.</p><p> </p><p>So players get the ability to choose to be more or less sturdy, in terms of hit points, but there are limits. They cannot choose to have a hundred hit points at level 1, nor to have 1 hit point at level 1. The game designers have ruled this out because its not good for the game as a whole for characters to be that extremely disparate on this very important issue.</p><p> </p><p>That's the approach you have to taken when you design material. Its not about flavor or player's rights. Its about designing the environment in which flavor and player's decisions can exist.</p><p> </p><p>Or in other words, let your players spend too many healing surges for extra offensive power, and pretty soon you'll have at least one player who wants to burn most of his healing surges in the first fight, and then rest.</p><p> </p><p>Also, Daze is too good at level 21. Even at epic tier, stunning at will is too good. Just imagine a fight with a single enemy. The wizard with Daze casts it, repeatedly. If he hits 50% of the time, great. One player uses up all of his actions to cost the entire enemy force half of its actions. Or to put it another way, five players have five turns amongst themselves per round. The single enemy has one turn per round. One player uses up one out of the party's four turns to cost the monster half of his turns. Instead of a 5:1 ratio, now you have an 8:1 ratio. There's nothing in the game this powerful for an at will.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4724656, member: 40961"] That has nothing to do with it. Look, the game designers set the bounds in which the players can improvise. For example, no character built with the standard rules can begin the game with less than 18 hit points. Likewise no character can begin with more than 42. So players get the ability to choose to be more or less sturdy, in terms of hit points, but there are limits. They cannot choose to have a hundred hit points at level 1, nor to have 1 hit point at level 1. The game designers have ruled this out because its not good for the game as a whole for characters to be that extremely disparate on this very important issue. That's the approach you have to taken when you design material. Its not about flavor or player's rights. Its about designing the environment in which flavor and player's decisions can exist. Or in other words, let your players spend too many healing surges for extra offensive power, and pretty soon you'll have at least one player who wants to burn most of his healing surges in the first fight, and then rest. Also, Daze is too good at level 21. Even at epic tier, stunning at will is too good. Just imagine a fight with a single enemy. The wizard with Daze casts it, repeatedly. If he hits 50% of the time, great. One player uses up all of his actions to cost the entire enemy force half of its actions. Or to put it another way, five players have five turns amongst themselves per round. The single enemy has one turn per round. One player uses up one out of the party's four turns to cost the monster half of his turns. Instead of a 5:1 ratio, now you have an 8:1 ratio. There's nothing in the game this powerful for an at will. [/QUOTE]
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