Some random ideas

Szatany

First Post
What do you think about those. Broken, good, useless?

Feat name xxx
Prerequisite: martial class
Benefit: Whenever you level up and gain a new daily power from your main martial class, you can take an encounter power of equal or lower level instead.

Feat name yyy
Prerequisite: arcane class
Benefit: Whenever you level up and gain a new encounter power from your main arcane class, you can take a daily power of equal or lower level instead.

Another idea, how about powers that have ongoing damage, but instead of save ends they have something specific ends. For example a paladin's ranged power that deals psychic damage to the target until it charges the paladin.

What do you think?
 

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Well, Dailies are very powerful, but you can only use them once a day. I personally think that having dailies switched to encounter powers is too powerful, as you can use all your powers, every encounter. At higher levels you will have something like 8 encounter powers, and how many fights even last that long?

Trading the other way brings back the 15 minute adventuring day. Yup, I am a wizard, and I can cast 5 spells a day. That's all. Then it is down to pew pew with the magic missile.

To recap: both can be pretty game breaking. As for the last suggestion, not only do you do damage from the hit, and ongoing damage, but you effectively gain the benefits of a Command spell, too. And what happens if the paladin is right next to him? His choice is to:

Move away (OA) and then spend his standard to charge.
Shift away, spend his standard to move, and then his action point to charge.
Shift away, spend his standard to move, and charge next turn.

Really, the last option is the only viable one, and if I was the paladin I would stick to this guy like glue to keep piling on free damage. If he tries the first one, he gets the OA.

Jay
 

Given the feedback, I can think of the following refinements:

Feat name xxx (probably paragon feat)
Prerequisite: martial class, 2 or more daily abilities
Benefit: You can lose one martial daily attack power and gain one martial encounter attack power from the same class of your level or lower.

Feat name uuu (probably paragon feat)
Prerequisite: arcane class, 2 or more encounter abilities
Benefit: You can lose one arcane encounter attack power and gain one arcane daily attack power from the same class of your level or lower.

A paladin's ranged power that deals psychic damage to the target until it gets adjacent to the paladin.

Another possibility: a power that has (for example): 5 ongoing damage (bloodied ends). This would be potentially very powerful against a solo at full health but once the target is bloodied it no longer does anything.
 
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My instincts tell me this a terrible idea, but I haven't examined it closely. Still, I trust my instincts on this one- such an obvious idea would be in the core rules if it was a good idea.
 

My instincts tell me this a terrible idea, but I haven't examined it closely. Still, I trust my instincts on this one- such an obvious idea would be in the core rules if it was a good idea.

I don't think it;s a good idea to second guess the designers to determine if an ability/rule is balanced/broken.
 

I like the second version of your feats (which limit to trading a single power). However I would add a restriction that the power you get must be of a level no higher than the one you gave up. Otherwise a clever player will trade their level 1 power for one of their highest available level.

I agree that this is a better deal for martial characters than for arcanes because encounter powers are generally better than dailies because you can use them more often. You might allow the arcane caster to trade an encounter power for two dailies. Assuming they have 3 encounters a day, they are giving up only 1 power use (the encounter power from the third encounter; in the first two encounters, you get your new daily powers) for powers that are only moderately better (since the dailies will be at least two levels lower than the encounter power they gave up). It seems roughly balanced to me but only play testing can tell at this point.

I like the flavor you are going for. In previous editions the warrior-types dealt more "constant" damage and were limited by their blood loss (which translated to their cleric's wand charges), while the mage-types did more "sporadic" damage -- magic and non-magic missiles punctuated by occasional big explosions of d6's -- and were limited by spell slots. Your proposed feats bring some of that back without breaking anything.

-- 77IM
 

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