I agree. I think monster powers should have power sources. I'd also like to see more interactions with the power sources and other things. Maybe something that gives you a +2 bonus to defenses against the arcane power sources or something.
Another thought I had, after reading one too many posts about why some people don't like healing surges, is to tie the hit point recovery mechanic to the power source. Instead of having a common "second wind", the hit point recovery action is different for each power source, and "healing surges" would be the number of times per day that action can be used.
For example, the Divine Power source could have cure personal wounds, and the effect of using that power would be actual hit point recovery. The Martial power source could have adrenaline surge, and instead of recovering hit points...
They already do (or did). There are no Martial Implement powers, for instance, and, in the PH, virtually no arcane weapon powers. Divine Implement powers are likely to be a holy symbol. Divine tends toward radiant, Primal towards 'elemental' keywords, Psionic toward psychic, Arcane towards force (and, really, a vast vareity), and Martial towards, again, weapons.Shared power pools would go a long way in the right direction. But I think power source should also share some common mechanics.
A perfect example of crossing that line.For example, maybe the martial power source is marked by using stances and tricks instead of at-will powers. And maybe Daily powers are mostly replaced by constant bonuses, a small number of big-hits, some special stances, and "tactics"
Another fine example.You could imagine other examples. Maybe the arcane power source is marked by having more daily powers than usual?
It'd be very easy for a party to end up with no Divine caster, for instance, and thus unable to Raise anyone, or no Arcane caster and thus unable to restore a Rust-monstered magic item. Leaving rituals open is a better policy - they're not important often enough to be character-defining, but when they matter they matter to the whole party, and they are an investment.Also, I really wish rituals were explicitly divided by power source and not by skill. Skill is a lame proxy for power source.
So, my question is, should power sources have greater meaning within the system?
I'd agree on reassiging some classes to different power sources, but really I'd leave the ranger as martial; Rangers very rarely actually cast spells or otherwise used the more magical elements (other than the animal companions that were more hinderance than help) of the class in earlier editions in my experience.
Really, I think I'd kill off the primal power source and shift both monks and druids to divine. Monk are often tied to D&D religions despite class features modeled off of martial arts film characters, while druids were divine casters in every pre-4e version of D&D. That lets you fill out the grid for divine with traditional D&D classes (monk/striker, paladin/defender, cleric/leader, druid/controller).
Probably. Plus, they should probably also reduce the number of sources: Martial, Arcane, Divine, Psionic, Primal, and Artifice should be enough.
Artifice? What does that do?
At the moment, it doesn't exist.
What it should do is cover the Alchemist, the Eberron-style Artificer, and the steampunk-style Mad Scientist. Basically, it should cover any character who gets their power primarily from items, rather than inherent skill/magic/whatever. Basically, Iron Man.
The big advantage of making this a power source, though, comes when dealing with signature items, Weapons of Legacy, items that auto-level with the character, or whatever you want to call them. In 3e, and at present, these are a bit of a hack. With an Artifice power source, though, they become trivial - just a matter of multi-class feats.