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Rule of Three and THEMES! FINALLY THEMES!!!!
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5547508" data-attributes="member: 82106"><p>WRT rangers in particular the issue is really Twin Strike being broken, not IR/II powers in general. When you have an at-will that is basically an encounter power it breaks the logic of the trade-off. Normally the logic would be something like you can take a regular encounter power which does substantially more damage than an at-will, OR you can take a triggered power in place of it which does at-will level damage, meaning you actually suffer some kind of measurable DPR reduction and in trade get to dish out damage a bit more up-front. Still a good trade, but not clearly always superior. By the ranger having basically an at-will encounter power there is no trade-off, you would be perfectly effective without encounter powers to start with, so the triggered stuff becomes just extra front-loaded damage output, a no-brainer.</p><p></p><p>In general though I agree, triggered powers are annoying. Maybe the best overall design fix for that would be to give every character a single slot for such powers. Maybe level 1 encounter powers should simply ALL be triggered powers and they should be the ONLY level where those appear. So everyone has one and only one of them. You can burn the thing early on in every fight, or hang onto it. The trigger then doesn't have to be something esoteric like taking a crit, going to zero hit points, etc. IMHO those kinds of super conditional triggers just make a power a bad choice, so effectively making all the triggers that way would just remove triggered powers from the game anyway. Nobody is going to take a power like that when they can instead get a nice solid encounter power they will always get to use.</p><p></p><p>Another option, since everyone will have themes from now on, would have been to make the level 1 bonus theme power the one triggered power you get. This would be a strong theme-establishing power and since you'd have no choice about taking it, nor can it be traded out etc, then even if it was highly conditional it wouldn't matter. </p><p></p><p>But yeah, this kind of thing is too late to fix in 4e. Even Mike's suggestion would require total rewrites to a LOT of powers. This isn't going to happen. I'm not even really sure why he's spending his time thinking about stuff that can't actually be fixed... </p><p></p><p>In any case I still think the sheer proliferation of vast numbers of effects that require tracking, many with fairly complex rules attached to them is more problematic than triggers. Again though, this will never be fixed in 4e...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5547508, member: 82106"] WRT rangers in particular the issue is really Twin Strike being broken, not IR/II powers in general. When you have an at-will that is basically an encounter power it breaks the logic of the trade-off. Normally the logic would be something like you can take a regular encounter power which does substantially more damage than an at-will, OR you can take a triggered power in place of it which does at-will level damage, meaning you actually suffer some kind of measurable DPR reduction and in trade get to dish out damage a bit more up-front. Still a good trade, but not clearly always superior. By the ranger having basically an at-will encounter power there is no trade-off, you would be perfectly effective without encounter powers to start with, so the triggered stuff becomes just extra front-loaded damage output, a no-brainer. In general though I agree, triggered powers are annoying. Maybe the best overall design fix for that would be to give every character a single slot for such powers. Maybe level 1 encounter powers should simply ALL be triggered powers and they should be the ONLY level where those appear. So everyone has one and only one of them. You can burn the thing early on in every fight, or hang onto it. The trigger then doesn't have to be something esoteric like taking a crit, going to zero hit points, etc. IMHO those kinds of super conditional triggers just make a power a bad choice, so effectively making all the triggers that way would just remove triggered powers from the game anyway. Nobody is going to take a power like that when they can instead get a nice solid encounter power they will always get to use. Another option, since everyone will have themes from now on, would have been to make the level 1 bonus theme power the one triggered power you get. This would be a strong theme-establishing power and since you'd have no choice about taking it, nor can it be traded out etc, then even if it was highly conditional it wouldn't matter. But yeah, this kind of thing is too late to fix in 4e. Even Mike's suggestion would require total rewrites to a LOT of powers. This isn't going to happen. I'm not even really sure why he's spending his time thinking about stuff that can't actually be fixed... In any case I still think the sheer proliferation of vast numbers of effects that require tracking, many with fairly complex rules attached to them is more problematic than triggers. Again though, this will never be fixed in 4e... [/QUOTE]
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