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*TTRPGs General
Power-creep Inevitable, But is that Bad?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4485637" data-attributes="member: 710"><p>That guards you against only one kind of "Power-creep". </p><p></p><p>For example, let's pretend there was a feat that gave you +2 damage to attack against prone targets. Not too powerful, I think. </p><p></p><p>In 4E core rules, a Fighter might take this power. How many powers does he have to knock someone prone? Maybe one or two per tier? </p><p></p><p>Now fast-forward one "Martial Power" and one PHB II. How many powers that knock targets prone does he have now? So, he can't get a benefit from this +2 damage feat most of the time. But add a Rogue with that feat, and he suddenly deals 2 points extra damage every round!</p><p></p><p></p><p>An even better example might be a Wizard with those cold-enhancing feats. How many cold based powers does a Wizard have access too now, how many powers will he have after "Arcane Power" and PHB II?</p><p></p><p>Guarding yourself against "synergistic" power-creep is nearly impossible. Maybe it would have worked if there were general design rules that say "only two knock-down powers per tier, one level 1, one level 5". Maybe the 4E designers even have such rules? Which would make the 3PP support and homebrewers guilty of power-creep.</p><p></p><p>My best guess is that the 4E designers have built the system to already account for most synergies as I described them. If they built a Wintertouched feat, they expect a Wizard or Warlock to have only ice powers. Or if they ever design a +2 to damage against prone targets feat, that they will assume that every party member will have powers that knock enemies prone.</p><p></p><p>Maybe the system itself is already set up in a way to avoid the worst, by virtue of using powers, not permanently available abilities, to do the "crazy" stuff.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4485637, member: 710"] That guards you against only one kind of "Power-creep". For example, let's pretend there was a feat that gave you +2 damage to attack against prone targets. Not too powerful, I think. In 4E core rules, a Fighter might take this power. How many powers does he have to knock someone prone? Maybe one or two per tier? Now fast-forward one "Martial Power" and one PHB II. How many powers that knock targets prone does he have now? So, he can't get a benefit from this +2 damage feat most of the time. But add a Rogue with that feat, and he suddenly deals 2 points extra damage every round! An even better example might be a Wizard with those cold-enhancing feats. How many cold based powers does a Wizard have access too now, how many powers will he have after "Arcane Power" and PHB II? Guarding yourself against "synergistic" power-creep is nearly impossible. Maybe it would have worked if there were general design rules that say "only two knock-down powers per tier, one level 1, one level 5". Maybe the 4E designers even have such rules? Which would make the 3PP support and homebrewers guilty of power-creep. My best guess is that the 4E designers have built the system to already account for most synergies as I described them. If they built a Wintertouched feat, they expect a Wizard or Warlock to have only ice powers. Or if they ever design a +2 to damage against prone targets feat, that they will assume that every party member will have powers that knock enemies prone. Maybe the system itself is already set up in a way to avoid the worst, by virtue of using powers, not permanently available abilities, to do the "crazy" stuff. [/QUOTE]
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