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<blockquote data-quote="AbdulAlhazred" data-source="post: 6047117" data-attributes="member: 82106"><p>4e lacks charges on items, so in 4e if you say got a Wand of Fireball (IE one fireball per day) that's OK, but since you can MAKE that wand you could have 12 of it eventually. Whereas having one extra FB per day is OK, or having an AD&D-style Wand with 20 fireballs EVER in it is OK (you'll regulate use of it yourself), having 12 a day doesn't work. The original solution was to just bake a limit into the PC. The current solution is just to take away the ability to enchant items (and then give a very restricted little bit of it back in the form of common items). Either strategy works, but you have to pursue one or the other.</p><p></p><p>There were other problems as well with the old way. For one thing a lot of rather trivial powers become rather nasty when spammed. There was a horn for instance that would immobilize enemies and push them or somesuch, nothing really all that thrilling but if you larded the whole party full of the things you could just shut down entire encounters with a couple uses. The whole item had to be banned because it wasn't worth being high level yet it was too effective in numbers. In the new system that item could as well have an encounter use power as long as the DM never gives out more than one of them. This is a much more open item setup.</p><p></p><p>As for the "no selecting the same power twice" the idea is to avoid one-trick PCs where the character or the entire party is built around using the same one or two powers again and again. Given the low degree of party interaction in tactics in previous editions this was less of a concern, plus wizards without at-will and encounter powers were more constrained in terms of spamming out spells, they usually didn't cast every round or often had to use low level spells just to manage resources, so you would be unlikely to see fireball after fireball in one encounter.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6047117, member: 82106"] 4e lacks charges on items, so in 4e if you say got a Wand of Fireball (IE one fireball per day) that's OK, but since you can MAKE that wand you could have 12 of it eventually. Whereas having one extra FB per day is OK, or having an AD&D-style Wand with 20 fireballs EVER in it is OK (you'll regulate use of it yourself), having 12 a day doesn't work. The original solution was to just bake a limit into the PC. The current solution is just to take away the ability to enchant items (and then give a very restricted little bit of it back in the form of common items). Either strategy works, but you have to pursue one or the other. There were other problems as well with the old way. For one thing a lot of rather trivial powers become rather nasty when spammed. There was a horn for instance that would immobilize enemies and push them or somesuch, nothing really all that thrilling but if you larded the whole party full of the things you could just shut down entire encounters with a couple uses. The whole item had to be banned because it wasn't worth being high level yet it was too effective in numbers. In the new system that item could as well have an encounter use power as long as the DM never gives out more than one of them. This is a much more open item setup. As for the "no selecting the same power twice" the idea is to avoid one-trick PCs where the character or the entire party is built around using the same one or two powers again and again. Given the low degree of party interaction in tactics in previous editions this was less of a concern, plus wizards without at-will and encounter powers were more constrained in terms of spamming out spells, they usually didn't cast every round or often had to use low level spells just to manage resources, so you would be unlikely to see fireball after fireball in one encounter. [/QUOTE]
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