Garthanos
Arcadian Knight
MwaO;7445128 said:Very early on in the game, I was doing a metric ton of multi-marking and establishing catch-22s
Love the damned if you do and damned if you don't action of the fighter class.
MwaO;7445128 said:Very early on in the game, I was doing a metric ton of multi-marking and establishing catch-22s
It might indeed be too powerful... hence the sub discussion Abul and I have been having about Sleep and how legacy SOD or SOS may not have been appropriate.
Yeah, we clearly have VERY different ideas about what powers are and do in 4e. That's cool. Suffice it to say that from my perspective powers have a much wider variation than you see, and I wouldn't know how to play 4e as it is with this narrow a range of effects.
Honestly, I think it would be interesting to hear someone like [MENTION=12749]MwaO[/MENTION] who's got a really good handle on powers and tactics and the subtle trade-offs between different things. There's a LOT MORE GOING ON with 4e powers, particularly wizard ones in PHB1, than you seem to believe.
The differences between powers can be quite signficant even for subtle variations. Much of 4e tactics is based on this. For instance you called Thunderwave "overpowered", but you are INCORRECT. Its a good power, but close blast 3 is a very tough thing to use consistently in tactical situations with the rest of the party to consider (you will QUITE often end up hitting at least one ally with it). This reduces the power's potency considerably and puts it on a par with others. Also push CAN be a useful effect, but it can also be utterly worthless much of the time. Similar analysis can be done with other powers, and really only extensive testing and analysis can tease these things out.
Yes, you can add rules to include the effects I noted as missing, but I assure you that the addition of more such, as well as '0 die cost' minor effects, more save options, sustain options, etc. will cost you considerable page count. This is because these things can and will interact, in ways you are not predicting, which will require additional rules to try to handle [MENTION=12749]MwaO[/MENTION] pointed out 2 in your existing implementation, but the numbers will increase GEOMETRICALLY with more options).
I am not even attempting to get into entire ranges of wizard powers you haven't addressed at all, such as summons, a wide variety of different types of conjurations, powers with movement effects and secondary effects, etc. And what about other options, such as miss effects, outright effects that aren't related to hitting or missing, etc. etc. etc.
Just as examples from the Wizard list in PHB1:
Bigby's Grasping Hands
Frostburn
Lightning bolt
Otiluke's Resilient Sphere
Prismatic Beams
Crushing Titan's Fist
Ice Tomb
Evard's Black Tentacles
Chain Lightning
Acid Storm
Elemental Maw
Maze
Prismatic Spray
Confusion
Forcecage
Legion's Hold
These are ALL powers which would require additional effects to emulate in any close way at all. Obviously you can just leave wizards with mostly straight up blasting damage as their option, but how then would you distinguish them from Sorcerers?
Ummm it is an attack vs Will... just not two attacks to gain an effect
Firstly apologies for the slow reply...
But my point is that FAR too many (official) powers are very similar and just there to pad out the books. Many are unnecessary and lead to rules bloat.
While you can argue my 2-page Class Revisions don't allow every single thing we see in the official 60+ pages of powers (from all sourcebooks) they do allow for a very large amount of those powers to be duplicated. Added to which anything not already featured could fit into a SINGLE extra page.
There's a huge amount of perception there though. In the thread about how broken Beguiling Strands is, it was roundly criticized for being 'worthless and no more than a filler for people taking a 3rd at will'. 4e is so finely balanced that EVERYTHING is situational and conditional. I think T-Wave is potentially a very good power, but at the same time its a hard power to actually use in a build.I am sure rules lawyers love the minutiae of different ranges between two different Ray 'spells' but I don't see that as adding depth, simply breadth.
As regards Thunderwave, its slightly better than the other powers in its bracket - that's why its so popular. I went a bit overboard saying it was overpowered though.
Right, I just think you're going to quickly run into a lot of those flaws when expanding your sort of mechanics to cover more of what 4e does, that's all....well the two 'flaws' were completely new energy mechanics I created to add diversity.
The situation is this though, I simply don't foresee how with ONE extra page I couldn't cover EVERY power listed in all the sourcebooks. We are simply talking about a few new effects and a few new delivery systems.
If anything adding those new effects and delivery systems would completely blow the spell possibilities wide open.
There's a huge amount of perception there though. In the thread about how broken Beguiling Strands is, it was roundly criticized for being 'worthless and no more than a filler for people taking a 3rd at will'. 4e is so finely balanced that EVERYTHING is situational and conditional. I think T-Wave is potentially a very good power, but at the same time its a hard power to actually use in a build.
My mistake - simply highlights what having my head out of 4E rulebooks for 6 years will do to someone.![]()
And utterly over shadowed by Beguiling Strands... in the same build slot, ie fool you ditwad controller for taking Thunderwave.