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<blockquote data-quote="Mengu" data-source="post: 5235359" data-attributes="member: 65726"><p>Every new class and build option introduced to the game already poses these challenges. Psionics brought in a whole new set of (arguably unnecessary) complexities. And there are lots of small interactions that may or may not have been intended, the whole debacle with off-hand damage without attacking that was introduced with whirler barbarians, stacking swarm druid resistance with regular resistances, etc. Prior to PHB3, you could have made options that boost basic ranged attacks without too much worry about overpowering a class, but now with a whole class based on basic ranged attacks, you have to be more careful. Design space shrinks with every new option introduced, because that option used some other section of the design space.</p><p></p><p>I don't really think there is a way around this, it's just something designers will have to be vigilantly aware of. How much faith you have in that awareness is a different question of course.</p><p></p><p>I don't really want characters who operate on different parameters either. But I think healing surge mechanic, and utility powers and item powers that are still daily resources may be sufficient to keep the feeling of a daily limit on a character's abilities intact. I have a much bigger problem with the power point mechanic, than I might with this new elimination of daily powers for a build, but it will depend on how they implement it.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5235359, member: 65726"] Every new class and build option introduced to the game already poses these challenges. Psionics brought in a whole new set of (arguably unnecessary) complexities. And there are lots of small interactions that may or may not have been intended, the whole debacle with off-hand damage without attacking that was introduced with whirler barbarians, stacking swarm druid resistance with regular resistances, etc. Prior to PHB3, you could have made options that boost basic ranged attacks without too much worry about overpowering a class, but now with a whole class based on basic ranged attacks, you have to be more careful. Design space shrinks with every new option introduced, because that option used some other section of the design space. I don't really think there is a way around this, it's just something designers will have to be vigilantly aware of. How much faith you have in that awareness is a different question of course. I don't really want characters who operate on different parameters either. But I think healing surge mechanic, and utility powers and item powers that are still daily resources may be sufficient to keep the feeling of a daily limit on a character's abilities intact. I have a much bigger problem with the power point mechanic, than I might with this new elimination of daily powers for a build, but it will depend on how they implement it. [/QUOTE]
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