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<blockquote data-quote="Gort" data-source="post: 5796155" data-attributes="member: 11239"><p>Because we've got quite a lot of misinformation and people saying stuff like, "I don't know the specifics, <em>but I know I don't like it!</em>" in this thread, I guess I'll clear up how this <em>actually</em> worked in 4e.</p><p></p><p>You have 3 classes of power: At-will, encounter, daily.</p><p></p><p>At level 1, you pick your at-will powers - two if you're not human, three if you are. These stay with you for the entire game - they include low-powered spells like <em>magic missile</em> and low-powered manoeuvres like <em>tide of iron</em> which is a standard attack which knocks the opponent back 5 feet. Your at-wills do an extra dice of damage when you hit level 21, which helps them stay useful later on. At wills are generally great because it means your wizard never "runs out of magic" and pulls out a crossbow like in previous editions.</p><p></p><p>You also get one encounter power - this is an attack with a bit more oomph, like a sweep that hits everyone around you, or <em>burning hands</em>. Encounter powers are good because you can blow them whenever you're in a good situation and not worry about not having them if there's a tough fight later.</p><p></p><p>Finally, you get a daily power - something with a real kick. A wizard might take <em>sleep</em> which is one of the best early powers because it might knock out an entire patrol of goblins if they roll badly, letting the other party members coup-de-grace them. On the other hand, a fighter might take <em>comeback strike</em> giving himself the opportunity to grit his teeth and regain some hitpoints, or <em>brute strike</em> which is a triple-damage attack.</p><p></p><p>Many classes also get extra powers - most "leader" classes, into which the "healer" archetype is folded, also get two uses per encounter of some kind of healing power, like the cleric's <em>healing word</em>. These are always "minor" actions, which mean that you can actually take a non-healing action like an attack in the same round, which is great because it means even if you're keeping the party alive, you're still allowed to get into the fight yourself.</p><p></p><p>Many races also come with an encounter power - like the elven reroll of one attack per combat, or the tiefling ability to shoot hellfire at those who harmed them.</p><p></p><p><strong>TL;DR - You have a minimum of four powers at first level, and many characters will have more.</strong></p><p></p><p>Now, as you level up, you gain access to another type of power, which is the "utility" power. This is normally a power which doesn't do damage - it might be <em>cure light wounds</em> or <em>shield</em> or <em>unbreakable</em> (a fighter power that lets you resist some of the damage of an attack), but is useful anyway. These can be either daily, encounter or (rarely) at-will.</p><p></p><p>You will also gain new encounter and daily attack powers - up to a total of three encounter powers and three daily powers. You'll also have three utility powers as well.</p><p></p><p><strong>TL;DR - By level 10 you have a minimum of eleven powers to pick from - two at-will, three encounter, three dailies, and three utility powers which might be at-will, encounter or daily.</strong></p><p></p><p>Now, there are two other ways to outright gain powers - your paragon path (which is like the 3e prestige class which is like the 2e kits) at level 11 and your epic destiny (which is like a second prestige class you get at level 21). These, and your other 20 levels will between them give you another encounter and daily, and four more utility powers, for a total of <em>at least</em> 17 powers to pick from by level 26.</p><p></p><p><strong>TL;DR - You end up with a minimum of 17 powers ready to pick from at level 26.</strong></p><p></p><p>Now, your powers don't stay static throughout the game. Starting at level 13 you begin to replace earlier powers, one at a time, with higher-level ones. Some are different, while others are upgrades of previous ones - so a fighter might drop <em>brute strike</em>, which is 3D10 + whatever damage, for <em>no mercy</em>, which is 7D10 + whatever damage. Of course, he might opt for something completely different instead - there's no pressure to take the upgrade or something else, it's up to the player.</p><p></p><p><strong>TL;DR - Powers slowly upgrade or get replaced by better ones - this happens to a minimum total of eight powers throughout the life of a character - you can do more if you like</strong></p><p></p><p>There might well be players who think a mere 17 options open to a character at one time before even considering what might be in the area the character is in (there's a whole section in the DMG for providing environmental options for characters to exploit) is a bit limited, so there are also rituals. Gained by taking the <em>ritual caster</em> feat - which some classes get for free - these can be learned without limit by any character who can acquire the scrolls or books they're written on. They're often tied to skills like Arcana and Religion and Nature and Heal, which determine their efficacy. They are out-of-combat magic, however - they take between a minute and days to cast. This is great because it means that your party has a lot of options, but it's harder for them to use those options to break adventures - if a dragon swoops on your party, they can't just cast <em>teleport</em> and be thousands of miles away in six seconds - they'll have to fight the dragon off, and do some chanting and spellcasting for some minutes, and <em>then</em> be thousands of miles away.</p><p></p><p><strong>TL;DR - There are lots of rituals and they can be learned by any character who wants to expend a feat, but they do take a bit of time to cast</strong></p><p></p><p>Finally, many magic items grant powers. A high level adventurer in 4e might be wearing upwards of ten magic items, and if he chooses to do so, he might choose ten items that also grant him powers.</p><p></p><p><strong>Final TL;DR - High level characters in 4e have access to TONS of options, starting with their 17 basic powers, and adding on any extra ones they can have through races, rituals, and magic items. They never have to upgrade or replace a power, though they have the opportunity to do this a minimum of eight times, starting at level 13.</strong></p><p><strong></strong></p><p><strong>Replacing powers is always optional, and is really a drop in the bucket compared to the number of options 4e characters have</strong>.</p></blockquote><p></p>
[QUOTE="Gort, post: 5796155, member: 11239"] Because we've got quite a lot of misinformation and people saying stuff like, "I don't know the specifics, [i]but I know I don't like it![/i]" in this thread, I guess I'll clear up how this [i]actually[/i] worked in 4e. You have 3 classes of power: At-will, encounter, daily. At level 1, you pick your at-will powers - two if you're not human, three if you are. These stay with you for the entire game - they include low-powered spells like [i]magic missile[/i] and low-powered manoeuvres like [i]tide of iron[/i] which is a standard attack which knocks the opponent back 5 feet. Your at-wills do an extra dice of damage when you hit level 21, which helps them stay useful later on. At wills are generally great because it means your wizard never "runs out of magic" and pulls out a crossbow like in previous editions. You also get one encounter power - this is an attack with a bit more oomph, like a sweep that hits everyone around you, or [i]burning hands[/i]. Encounter powers are good because you can blow them whenever you're in a good situation and not worry about not having them if there's a tough fight later. Finally, you get a daily power - something with a real kick. A wizard might take [i]sleep[/i] which is one of the best early powers because it might knock out an entire patrol of goblins if they roll badly, letting the other party members coup-de-grace them. On the other hand, a fighter might take [i]comeback strike[/i] giving himself the opportunity to grit his teeth and regain some hitpoints, or [i]brute strike[/i] which is a triple-damage attack. Many classes also get extra powers - most "leader" classes, into which the "healer" archetype is folded, also get two uses per encounter of some kind of healing power, like the cleric's [i]healing word[/i]. These are always "minor" actions, which mean that you can actually take a non-healing action like an attack in the same round, which is great because it means even if you're keeping the party alive, you're still allowed to get into the fight yourself. Many races also come with an encounter power - like the elven reroll of one attack per combat, or the tiefling ability to shoot hellfire at those who harmed them. [B]TL;DR - You have a minimum of four powers at first level, and many characters will have more.[/B] Now, as you level up, you gain access to another type of power, which is the "utility" power. This is normally a power which doesn't do damage - it might be [i]cure light wounds[/i] or [i]shield[/i] or [i]unbreakable[/i] (a fighter power that lets you resist some of the damage of an attack), but is useful anyway. These can be either daily, encounter or (rarely) at-will. You will also gain new encounter and daily attack powers - up to a total of three encounter powers and three daily powers. You'll also have three utility powers as well. [B]TL;DR - By level 10 you have a minimum of eleven powers to pick from - two at-will, three encounter, three dailies, and three utility powers which might be at-will, encounter or daily.[/b] Now, there are two other ways to outright gain powers - your paragon path (which is like the 3e prestige class which is like the 2e kits) at level 11 and your epic destiny (which is like a second prestige class you get at level 21). These, and your other 20 levels will between them give you another encounter and daily, and four more utility powers, for a total of [i]at least[/i] 17 powers to pick from by level 26. [B]TL;DR - You end up with a minimum of 17 powers ready to pick from at level 26.[/b] Now, your powers don't stay static throughout the game. Starting at level 13 you begin to replace earlier powers, one at a time, with higher-level ones. Some are different, while others are upgrades of previous ones - so a fighter might drop [i]brute strike[/i], which is 3D10 + whatever damage, for [i]no mercy[/i], which is 7D10 + whatever damage. Of course, he might opt for something completely different instead - there's no pressure to take the upgrade or something else, it's up to the player. [B]TL;DR - Powers slowly upgrade or get replaced by better ones - this happens to a minimum total of eight powers throughout the life of a character - you can do more if you like[/b] There might well be players who think a mere 17 options open to a character at one time before even considering what might be in the area the character is in (there's a whole section in the DMG for providing environmental options for characters to exploit) is a bit limited, so there are also rituals. Gained by taking the [i]ritual caster[/i] feat - which some classes get for free - these can be learned without limit by any character who can acquire the scrolls or books they're written on. They're often tied to skills like Arcana and Religion and Nature and Heal, which determine their efficacy. They are out-of-combat magic, however - they take between a minute and days to cast. This is great because it means that your party has a lot of options, but it's harder for them to use those options to break adventures - if a dragon swoops on your party, they can't just cast [i]teleport[/i] and be thousands of miles away in six seconds - they'll have to fight the dragon off, and do some chanting and spellcasting for some minutes, and [i]then[/i] be thousands of miles away. [b]TL;DR - There are lots of rituals and they can be learned by any character who wants to expend a feat, but they do take a bit of time to cast[/b] Finally, many magic items grant powers. A high level adventurer in 4e might be wearing upwards of ten magic items, and if he chooses to do so, he might choose ten items that also grant him powers. [b]Final TL;DR - High level characters in 4e have access to TONS of options, starting with their 17 basic powers, and adding on any extra ones they can have through races, rituals, and magic items. They never have to upgrade or replace a power, though they have the opportunity to do this a minimum of eight times, starting at level 13. Replacing powers is always optional, and is really a drop in the bucket compared to the number of options 4e characters have[/b]. [/QUOTE]
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