Removing Build Restrictions when Selecting Powers

Stalker0

Legend
Currently, most classes have two or more builds associated with them (artful dodger and brutal scoundrel rogues for example).

I don't mind selecting different class abilities based on a build, I think it creates class variety. What I don't like is so many powers (especially encounter powers) get their main benefit, only if you select a particular build.

Take Bait and Switch and Nasty Backswing for example, both get a big side benefit, but only if you take the appropriate build.

I personally don't see why a rogue can't have the option to take both. If I'm a rogue with big charisma, I'm not as likely to take nasty backswing. But hey if I want a little more damage, or maybe play a rogue with some charisma and some strength...then it gives me more options.


So the idea is to drop build restrictions; the class can get the full benefits of the power regardless of what build they choose. It gives classes more options, which leads to more variety. It allows characters with more diversitized stats to get some benefit. And it improves multiclassing, as currently multiclassers can't ever use the build benefit.

The two classes I could see this causes trouble for are the warlock and the sorc, as their build options are more central to their flavor and to how the powers operate. I may do something different with these two...but for other classes I don't see a problem.
 

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I'd say your main issue would be to watch out for classes who have their powerful build ability balanced against having less powerful build-specific powers.

There are definately builds with weaker build abilities: the question is was that intended and balanced against powers?
 

I have not studied it, but my first guess is that the power of each build is factored in when the powers are designed and ballanced across the classes. Now a brutal scoundral would be better taking the powers that help him more and same with artful dodger, but by doing away with builds means that each class is creeped in power a bit due to the fact that each character has no give or penalty when deciding on a build early on.

I also seen and agree with several threads that have one class weaker or powers that are weak compared to others, with PHB2 compared with 1. Overall it may not be a big deal and may more even the multitude of classes we now have amonst themselves. Try it and see.
 

I have not studied it, but my first guess is that the power of each build is factored in when the powers are designed and ballanced across the classes. Now a brutal scoundral would be better taking the powers that help him more and same with artful dodger, but by doing away with builds means that each class is creeped in power a bit due to the fact that each character has no give or penalty when deciding on a build early on.

I also seen and agree with several threads that have one class weaker or powers that are weak compared to others, with PHB2 compared with 1. Overall it may not be a big deal and may more even the multitude of classes we now have amonst themselves. Try it and see.

Also, some builds aren't just builds: They are core concepts.

A storm soul sorcerer and chaos soul sorcerer should "feel" different when they cast storm or wild spells.

Similarly, I don't think that 4e needs more homogeneity. When you make choices, you should gain benefits. When you play all fields simultaneously, you can do lots of things but not as well as a specialist.

Beyond that, from a power game perspective, eliminating the build limits will whittle down each class to the one "best" build power of each level and all the others will be largely ignored. Given that un-"boosted" the powers are (roughly) equal, this will make the game yet more homogeneous.

Just my thoughts.

DC
 

I'd have to say that the majority of powers I've looked at with build-specific benefits fall into two categories. There are those that are pretty good powers even without the extra rider. A lot of warlock powers fall into this category. Starlocks particularly often have perfectly good choices outside their build. The other category are powers that due to ability score distribution patterns would be of little use to an alternate build even with the riders.

Not to say there are NO powers which fall into the "If I could only use that build benefit it would be a great power for me" category, but I think you'll find they are really few and far between.
 

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