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Revised 4E Wizard Class with Freeform Spellcasting System
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7440275" data-attributes="member: 82106"><p>So, now you are introducing ANOTHER rule, some sort of 'how many times did you use this already' penalty count that has to be tracked (what for each and every power?). Its just another added bit of complexity, and given that there will be weaker or stronger incentives to spam different things there probably isn't even a specific single set of penalties that works ideally in every case. </p><p></p><p>This is all basically the same issue that created the suckage with the Psion class in PHB3. Only a few of its powers were really worth pumping points into, and basically every encounter was a repeat of the same power spam with the same augments. Most psions never even touched their higher level augments except in very unusual situations. In a bit more restricted form the Slayer has the same basic issue, really (though there are other issues as well). You simply do the same stuff every single stinkin round for THE WHOLE GAME. The only way Rangers really avoid this is that they have "even better encounter version of Twin Strike and MUCH better daily version of Twin Strike, which they can expend before going on to the actual TS spam phase. Its still considered the boringest implementation of a class pre-psion. </p><p></p><p>And Krusty is correct, the only real way to combat this is to basically make combat a variable power selection puzzle where each type of creature requires you to pick a different set of power options in order to beat it. This always runs the danger that some PCs will lack an option (I guess this would come down to class design factors, so it could be avoided). Still, all this ends up doing is creating the old situation like in 1e "Skeletons! Get out the clubs!" or "Green Slime! Run away and fill the room with oil!" etc. Each such monster has basically a stock formula to beat it, and I'd note how strongly 4e was designed to avoid this paradigm, for a good reason...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7440275, member: 82106"] So, now you are introducing ANOTHER rule, some sort of 'how many times did you use this already' penalty count that has to be tracked (what for each and every power?). Its just another added bit of complexity, and given that there will be weaker or stronger incentives to spam different things there probably isn't even a specific single set of penalties that works ideally in every case. This is all basically the same issue that created the suckage with the Psion class in PHB3. Only a few of its powers were really worth pumping points into, and basically every encounter was a repeat of the same power spam with the same augments. Most psions never even touched their higher level augments except in very unusual situations. In a bit more restricted form the Slayer has the same basic issue, really (though there are other issues as well). You simply do the same stuff every single stinkin round for THE WHOLE GAME. The only way Rangers really avoid this is that they have "even better encounter version of Twin Strike and MUCH better daily version of Twin Strike, which they can expend before going on to the actual TS spam phase. Its still considered the boringest implementation of a class pre-psion. And Krusty is correct, the only real way to combat this is to basically make combat a variable power selection puzzle where each type of creature requires you to pick a different set of power options in order to beat it. This always runs the danger that some PCs will lack an option (I guess this would come down to class design factors, so it could be avoided). Still, all this ends up doing is creating the old situation like in 1e "Skeletons! Get out the clubs!" or "Green Slime! Run away and fill the room with oil!" etc. Each such monster has basically a stock formula to beat it, and I'd note how strongly 4e was designed to avoid this paradigm, for a good reason... [/QUOTE]
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