Replacing Powers

I'm considering allowing my players to keep the old powers but they get siloed with the newer stuff (ie the power that would replace them). Thus they only get 4 encounter powers/encounter but can choose from the old ones should they wish. I'll make a firm choice about this as and when I see the full power details.
 

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Don't forget that that's not all you get. There's also...

  • Class abilities (Like Channel Divinity, which you automatically get)
  • Racial abilities
  • Paragon Path abilities
  • Epic Destiny abilities
  • Magic Item abilities (Some provide Encounter Powers, some Daily Powers, and so on)

...and who knows what else. So you're not exactly gonna be short on powers.
 

Falling Icicle said:
Well, a 20th level Sorcerer knew 45 total spells, and I don't recall anyone ever complaining about them knowing too many.
Because you usually just used the highest or second highest spell level in combat - the rest was too weak to make a significant impact. Unless you ran out of spells, then you dumped lower level spells to fire magic missiles and so on - but that niche is filled by at-will powers.

So the only use for lower level spells was usually buffs (which are cut down and reworked as utility powers) and out-of-combat spells (which are now rituals - and you can still collect them en masse).

Cheers, LT.
 

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