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<blockquote data-quote="Larrin" data-source="post: 6067081" data-attributes="member: 55816"><p>Didn't see these mentioned, they're pretty much on the subject of powers:</p><p>1) more general/accessible power selection. For example: The at-will Cleave power seems like a power that any strength based weapon user should have a choice of taking (barbarians and wardens most obviously, but straladins, rangers seem like they should have the choice and even avengers getting a wisdom based version seems within reasonability). But they can't. Essentials seems to approach this idea with power attack being shared between rangers and fighters, and giving healing word to sentinals. But they kind of fail as well since it isn't obvious if a knight can take a stance at-will that only appears on the slayer list (similar things with the scout and hunter). Ideally there would be pools of powers that like minded classes could choose from by default. That way instead of having to make 20-30 new powers for every new class, and trying to make sure those powers aren't similar to other powers (which I think has lead to some really odd/unintuitive powers) you could easily make a class, maybe give a few unique powers when you think there's a gap, but otherwise make use of all the other powers already written.</p><p></p><p>2) Versatile power as the norm: the Hunter's powers would be my template here: with one power you can slow, slide or knock prone. Three useful effects in one power. That should be common, if not the norm. Heck, most [weapon] at-wills are essentially (but not legally) a basic attack PLUS one effect, and with two at-wills you have two choices. Why not just go all the way with that and give most classes some level of a versatile "basic attack, chose 1 of three effects". For spells there would likely be some variation available (ie it wouldn't be based on a basic attack, perhaps), but it would be cool if taking "fireburst" gave you a burst spell AND a single target ranged spell for the price of one, etc.</p><p></p><p>3) Avoid class/subclass/prestige class/path choices locking in powers and requiring new, UNIQUE, powers: The warpriest domains are the best example. Every new domain required creation of 2 new at wills and new encounters from 1-27. This makes it not only difficult to design a new domain, it actually is a bad idea from the frame of old clerics who suddenly have their power list explode in size. Thus it becomes difficult to make good new domains, and doing so has negative effects. And since you've just made 38 unique powers, a lot of them will suck, and since you 'don't have a choice' (a rules interpretation I oppose) you might just find the flavorful domain you would love to play having a lot of lame-duck powers forced upon it.</p><p></p><p> Paragon paths are also horrible offenders of this. Every power is locked in and some PPs lose out in effectiveness/desirability simply because you have an unusably bad power that you can't replace in one (or three) levels. Yuck. Part of this is the need for each power to be unique, and the more powers you have make up, the more likely you will make ones that aren't worth it. </p><p></p><p>Making powers that resonate with a domain or PP is a great idea, but forcing a domain or PP to have said power isn't. It will make having more that 7 domains feasible, and make PP creation simpler, etc.</p></blockquote><p></p>
[QUOTE="Larrin, post: 6067081, member: 55816"] Didn't see these mentioned, they're pretty much on the subject of powers: 1) more general/accessible power selection. For example: The at-will Cleave power seems like a power that any strength based weapon user should have a choice of taking (barbarians and wardens most obviously, but straladins, rangers seem like they should have the choice and even avengers getting a wisdom based version seems within reasonability). But they can't. Essentials seems to approach this idea with power attack being shared between rangers and fighters, and giving healing word to sentinals. But they kind of fail as well since it isn't obvious if a knight can take a stance at-will that only appears on the slayer list (similar things with the scout and hunter). Ideally there would be pools of powers that like minded classes could choose from by default. That way instead of having to make 20-30 new powers for every new class, and trying to make sure those powers aren't similar to other powers (which I think has lead to some really odd/unintuitive powers) you could easily make a class, maybe give a few unique powers when you think there's a gap, but otherwise make use of all the other powers already written. 2) Versatile power as the norm: the Hunter's powers would be my template here: with one power you can slow, slide or knock prone. Three useful effects in one power. That should be common, if not the norm. Heck, most [weapon] at-wills are essentially (but not legally) a basic attack PLUS one effect, and with two at-wills you have two choices. Why not just go all the way with that and give most classes some level of a versatile "basic attack, chose 1 of three effects". For spells there would likely be some variation available (ie it wouldn't be based on a basic attack, perhaps), but it would be cool if taking "fireburst" gave you a burst spell AND a single target ranged spell for the price of one, etc. 3) Avoid class/subclass/prestige class/path choices locking in powers and requiring new, UNIQUE, powers: The warpriest domains are the best example. Every new domain required creation of 2 new at wills and new encounters from 1-27. This makes it not only difficult to design a new domain, it actually is a bad idea from the frame of old clerics who suddenly have their power list explode in size. Thus it becomes difficult to make good new domains, and doing so has negative effects. And since you've just made 38 unique powers, a lot of them will suck, and since you 'don't have a choice' (a rules interpretation I oppose) you might just find the flavorful domain you would love to play having a lot of lame-duck powers forced upon it. Paragon paths are also horrible offenders of this. Every power is locked in and some PPs lose out in effectiveness/desirability simply because you have an unusably bad power that you can't replace in one (or three) levels. Yuck. Part of this is the need for each power to be unique, and the more powers you have make up, the more likely you will make ones that aren't worth it. Making powers that resonate with a domain or PP is a great idea, but forcing a domain or PP to have said power isn't. It will make having more that 7 domains feasible, and make PP creation simpler, etc. [/QUOTE]
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