Power Sources purely cosmetic?

TwinBahamut

First Post
I think the power source will have a mechanical effect, but only a rough one.

For example, while Arcane and possibly Divine classes grant ranged at-will powers that function as basic attacks regardless of weapon, you will never see a Martial class with such an ability. Meanwhile, most powers that depend on particular weapon choice, or take advantage of the special properties of certain weapons, will be Martial powers. Many Divine powers have the idea that you can launch an attack and use some kind of supportive effect in the same standard action, while many Martial powers are more likely to add a negative condition on their foe with a weapon hit or do more damage under certain circumstances. I imagine that most effects with the "Sustain Minor" descriptor will be Arcane.

In other words, there are unified mechanical trends between characters of the same Power Source, but it doesn't have the hard and fast distinctions of 3E's "all Arcane casters use Vancian per-day limitations, and all Psionic casters use Power Points" definitions.
 

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Lord Weh

First Post
I was working on the assumption that power sources would be a prerequisite for some feats and maybe even Paragon Path's and Epic Destinies?

For example, we know from the pregens that there are feat powers (The Cleric has a Feat power; Channel Divinity - Power of Amaunator), so perhaps any Divine class can take this.

Martial Feats could be ones that specialize in increasing weapon utility and battlefield movement.

Divine Feats could focus on increasing Divine attacks and giving extra benefits to existing powers (Activate a healing surge when using a Channel Divinity power, etc?)

Arcane Feats I imagine would be along the lines of empower spell, etc, etc, possibly with a few that focus on implement choice? (Like allow the implements encounter power to be used more than once, or increase it's benefit)

Or perhaps they would alter some feats or PP's and ED's slightly, kinda like we've seen in the rogue preview with his "Brutal Scoundrel" and "Artful Dodger" Rogue Tactics, with Arcane giving X benefit on top of a feat, whilst Martial gets Y benefit and Divine get Z.

I imagine this working a similar way with feats too, an added benefit for having a certain Power Source. I like this idea as it allows people to take the feats, but being a specialist in the area gives a benefit over others. So an Arcane or Divine character COULD take a Martial weapon based feat, but a Martial character would get an added benefit over the others for taking it.
 


DreamChaser said:
My take is that power source is 60% cosmetic and 40% crunch.

Within the 40%, we have the variations we have seen so far:
There's actually a couple of other things currently unique to power source, although they may not stay that way as we learn more, or as more classes beyond the PHB are published.
DreamChaser said:
Martial
- non-magical (though impressive)
- weapon / skill driven
- broadly reliable powers
Attacks we've seen are dex or str based, meaning they have better basic attacks and thus rely slightly less on their powers. Currently the ones which are dex based (and thus who's ranged basic attacks can be replicated by arcane) get more skills.
DreamChaser said:
Divine
- holy symbol implement; sometimes weapon driven
- multiple powers drawing from the same well (such as channeling: several things that could be done with the single "encounter" ability.)
- tend toward dual attack / buff effects rather than one powerful effect (increase damage and protect ally)
I think their channeling ability may be called the same thing, they may even be pulling from the same pool. The Paladin and the Cleric are also the only two classes we've seen which don't have all of their powers based off one primary attribute. (well, others may, but not what we've seen).
DreamChaser said:
Arcane
- orb/wand/staff implement
- focused effects (powerful attack) or dual attack de-buff effects
- with wizard at least, option of multiple effect options within a single daily slot.
They have access to a power as a basic (currently ranged) attack. Honestly, I'm a bit disapointed there isn't more, that Warlocks don't get some cantrips or something. The Warlock and the Wizard do seem fairly dissimilar.
DreamChaser said:
For other sources, I would expect similar distinctions.

DC
 


Wepwawet

Explorer
Yeah, they are mostly cosmetic. But I don't have any problem with that.

Probably the differences are similar to the Divine/Arcane differences in 3E. Divine spellcasters use Wisdom, Arcane ones use Intelligence or Charisma. Everything else was pretty much fluff.
Then there could also be the prerequisites for feats, paths or destinies, but I'm sure these will be more Class-based rather than Power source-based.
 
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Kzach

Banned
Banned
MaelStorm said:
Honestly, I think power sources are all messed up. Illusion should be linked to Shadow and elements with Primal, yet Wizards can cast all these spells and is linked to the Arcane power source! The class roles are clearly defined, but what really define power sources? I tend to agree with you Khuxan, maybe we should dispense of power source.

Or Wizard of the Coast should explain (or define) more clearly what mechanic is behind power sources in a future PHB or DMG feature article.
What evidence do you have that says wizards can cast illusion spells?

It's been stated that they've reduced the variety a wizard has and gotten rid of a lot of what they consider to fit into specialised areas, such as illusion and necromancy.

And as for being more clear... the books aren't out yet, what do you expect?
 

LEHaskell

First Post
When it seemed that classes would be using talent trees, I speculated that power sources would play a role in multi-classing; specifically, that if you had two classes which shared a power source, you would gain some benefit such as advancing on a common talent tree while still picking up some powers unique to the new class. That seems much less likely now, but I wouldn't be surprised to see some sort of benefit from multi-classing within a power source -- sort of the new multi-class level/xp penalty.
 

D.Shaffer

First Post
It's not completely cosmetic. So far the powers seem to be following certain mechanical 'themes'. There's a few exceptions that provide variety, but you can see patterns from the scant information we've already received.
 


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