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Legend
Rallek said:I'm not so sure. The developers have been pretty vocal about making the encounter the base unit of play, that leads me to believe that there will be more 1/encounter abilities as opposed to 1/day abilities. I could be wrong about that, but that is the general impression I am left with at this point.
As far as my feelings about the synergistic potential for optional magic items goes, well I'm using the past to predict the future. I saw what happened with splat books released by WoTC and 3rd parties in 3.Xe, and I'm going to assume that those same general trends will likely occur in 4e. This leads me to believe that very soon there will be "optional" magic items that badly distort the math. I also think that we are one "Complete Role" supplements away from a feet that boosts your use of per encounter abilities. There has been a great deal of talk about 4e making combat faster and smoother to run. Based on the various bits and pieces we've seen, I think this translates directly into setting up PCs, NPCs, and Monsters in such a way as to limit the number of rounds that combat lasts. When combat is sufficiently "short", there isn't much distinction between a 3/encounter ability and an at will ability.
These are simply my concerns about potential issues. It could all run like a swiss watch... then again it could very easily not. You seem to lean towards the former opinion, whereas I seem to lean towards the latter. Time will tell.
First I think combat will last long enough to see a difference between /encounter and /at will. It is also mentioned in races and classes, that at least for mages, per encounter abilities are the main weapons. per day are for special situations and at will abilities are as reserve. (fighters at will powers seem a bit stronger though)
second I share your concerns, that splatbooks will once again imbalance the game, but this time I see a big difference: hopefully, the balance between classes and weapons and the math for multiclassing and attack vs armor etc is correct. So splatbooks are not needed as fixes for those things, so you can run the game without those books. (it was not that bad in 3.x if you constantly reminded your players not to specialize too much in single skills/combat options) And every splatbook with fixes opened new room for exploits :/
last: the core books set standarts: there are only two races of elves, player character races should be of equal power, only primary slots can have magical +X. Sure, some books will begin to make exceptions, but here the DM can easily say "stop".