lutecius
Explorer
I know, this is one of the reasons i hate it, actually. It feels forced.Destil said:I doubt it's unbalanced as long as you're looking at trading say your 1st and your 3rd for two 1sts. But it is a bit more boring. A huge part of the system is to force a variety of tactics on people.
To me, the variety of tactics should arise from a variety of adversaries and situations (ie designers and dm creativity) and diversity of options, not artificial restrictions.
Precisely, reusable powers would make a secondary ability score more useful, without too many powers relying on it (which would penalize players who didn't boost that particular score.)Destil said:There are some unbalancing elements. I believe part of the fact that fighters only get 'weapons matter' powers every few levels, for example, is to prevent you from having these for all your powers and potentially getting too many bonuses from secondary ability scores. But the reduced level should fight this a bit, and it could also just be a way to try and fight MAD.
I'm sure there will be more of these 'weapons matter' powers anyway. As I understand it, secondary ability bonuses are meant to differentiate the various builds or tone down some powers by making them more costly.
I haven't noticed that many powers perfectly fitting a particular type of encounter. Most seem fairly generic to me, especially since immunities have been drastically reduced in 4e.Primitive Screwhead said:I see an actual balance issue. There is no way to get every power of a given level at the same power level. Some will be more useful in more circumstances than others.
By limiting the use an a given power to once per encounter, you minimize the impact of a 'I WIN!' power that fits the encounter perfectly.
On the other hand, if you allow that power to be used multiple times and have a string of encounters that are similar...the character with the 'right' power will be stronger than the system, and other players, expects.
If this a bad thing? depends on your play style and gaming group.
I prefer the creativity that the limitation encourages.
Power point systems, in general, tend to encourage flexibility to adapt the best option for the circumstance. As long as you have varying circumstances, this too can lead to creativity.
I may be wrong, but even then, it's the DM's job to come up with diverse encounters and situations, like in every rpg. If anything, power points might encourage players to pick some specialized powers rather than just the most generic and useful ones, because they won't be penalized if they don't get to use every one of their powers during an encounter.
I'm more concerned about actual power disparities. I'm trying to identify broken powers and combos, even though I'm hoping the "can't use the same power twice" rule is not just a lazy cop-out and that they did give each power some serious thought and playtesting before assigning levels.
Thanks. I didn't start this thread in house rules because at this point, i don't have a house rule. I just wanted as much input as possible on how powers were balanced to see what is worth trying.Primitive Screwhead said:Oh, and welcome to the ever active Limbo where the occupants have little to do but fuss over system tweaks![]()
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