PH3 Preview: SKill Powers

I thought Peter Schaefer's comment was a little bit out of place:



I mean, I totally agree with it, but isn't that the whole problem with multiclassing feats at the moment? Wouldn't it have been better to take this idea and apply it there, too?

(eg: one feat gives skill training and counts as said class for prereqs of other feats and PPs; second feat gives class benefit and option to swap one of each power type, as soon as you are of a certain level).

It would make multiclassing actually worthwhile!
I think the assumption behind the multiclass power-swap feats is that you pick a power with a better synergy with your characters or groups abilities then you could have achieved with just picking a regular class power.

Though I am not sure why this would be so different for Skill Powers, but maybe it is because they design them in a way to ensure it's not too strong.
 

log in or register to remove this ad

I had too, really, really hoped that they would add some non-combat powers so you had some interesting out-of-combat options, other than just (sigh) slugging your way through yet-another-skill-challenge. :( :(

While I'd like non-combat powers I'd think they'd have to be a additional sub-system unconnected with the current powers. Otherwise they'd produce what the designers are trying to avoid, characters crippled by taking non-combat options.
 

While I'd like non-combat powers I'd think they'd have to be a additional sub-system unconnected with the current powers. Otherwise they'd produce what the designers are trying to avoid, characters crippled by taking non-combat options.
I don't think it will be an issue as long as the attack powers are still siloed off. The base system seems to me to be able to ensure that even a character who only selects non-combat utility powers will not be crippled in a fight.
 

Oh, by the way, I like it. ;)

Things I know want to see next:
A power system for non-combat stuff. Something that makes skill challenges more (mechanically) varied then selecting the skill to roll for. Unfortunately I have yet no clue how to do this except more or less boring stuff like granting skill rerolls or manipulating the number of failures and successes gained.
 

While I'd like non-combat powers I'd think they'd have to be a additional sub-system unconnected with the current powers. Otherwise they'd produce what the designers are trying to avoid, characters crippled by taking non-combat options.

Agreed. I'd love a separate set of non-combat powers and features that build on the fluff of classes, paragon paths and epic destinies.
 

While I'd like non-combat powers I'd think they'd have to be a additional sub-system unconnected with the current powers. Otherwise they'd produce what the designers are trying to avoid, characters crippled by taking non-combat options.

That may have been their stated intent, but they've already muddled up the silos with feats paying for, well, what little non-combat options there is in the game (skills, skills specializations, languages) as well as as combat options...
 

Not too shabby of a way to make skills matter more. With the emphasis on combat and the "everyone gets to win" nature of skill challenges, your choice of skills seems pretty stellarly cosmetic at this point (perhaps aside from which rituals you can access, but rituals are the redheaded step-child of 4e. ;) ). This is a decent way to add some usefulness to different skills.

It's a minor patch for a minor problem that does it's job, and adds to the chorus. It's not the overhaul the system needs, but it's nice to see their not in denial of the problem, and are trying to do what they can to amend it.
 




Pets & Sidekicks

Remove ads

Top