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Per-Encounter Powers
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<blockquote data-quote="Abstruse" data-source="post: 5939241" data-attributes="member: 6669048"><p>Like I said, give some fighter themes an encounter-based power or two. "You can perform this action, but must take a short or long rest before you can perform it again." That's fine. The problem comes in when you give them to rogues and clerics and wizards and paladins and rangers and monks and so on and so forth. So everyone has a few of these abilities. That's when the design shifts from adventure day to encounter, and that's when you start having problems.</p><p></p><p>Fighters can and should have some interesting tricks and tactics they can use. Especially in the advanced tactical combat rules. In fact, I'll be unhappy if fighters <em>don't</em> have the ability to pick themes that give push/pull/slide/shift maneuvers when they do the advanced gridded combat rules. I like the fighter class and want it to be versatile and interesting. What I don't want, though, is for all classes to get those sort of get it back after a short rest abilities or for one class to get a bunch of them. It throws balance back to that encounter-based design.</p><p></p><p>And yes, Tucker's Kobolds was probably not the best example, at least as the story was presented. But imagine if the kobolds in Caves of Chaos had taken over a rather large section of the dungeon and defended it that way without increasing their numbers significantly. They'd be spread out and players would get chances to rest as they found spots the kobolds couldn't trap them. Those sort of guerrilla tactics aren't going to work in an encounter-based design because it's next to impossible to chip away at player resources in that sort of game. And it's a lot easier to build an encounter-based adventure in an adventure-day based system than vice versa.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 5939241, member: 6669048"] Like I said, give some fighter themes an encounter-based power or two. "You can perform this action, but must take a short or long rest before you can perform it again." That's fine. The problem comes in when you give them to rogues and clerics and wizards and paladins and rangers and monks and so on and so forth. So everyone has a few of these abilities. That's when the design shifts from adventure day to encounter, and that's when you start having problems. Fighters can and should have some interesting tricks and tactics they can use. Especially in the advanced tactical combat rules. In fact, I'll be unhappy if fighters [I]don't[/I] have the ability to pick themes that give push/pull/slide/shift maneuvers when they do the advanced gridded combat rules. I like the fighter class and want it to be versatile and interesting. What I don't want, though, is for all classes to get those sort of get it back after a short rest abilities or for one class to get a bunch of them. It throws balance back to that encounter-based design. And yes, Tucker's Kobolds was probably not the best example, at least as the story was presented. But imagine if the kobolds in Caves of Chaos had taken over a rather large section of the dungeon and defended it that way without increasing their numbers significantly. They'd be spread out and players would get chances to rest as they found spots the kobolds couldn't trap them. Those sort of guerrilla tactics aren't going to work in an encounter-based design because it's next to impossible to chip away at player resources in that sort of game. And it's a lot easier to build an encounter-based adventure in an adventure-day based system than vice versa. [/QUOTE]
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