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*TTRPGs General
"Stunting" with Powers
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<blockquote data-quote="Rel" data-source="post: 4641957" data-attributes="member: 99"><p>My view is that increased flexibility is often a good substitute for an extra action, particularly if you are limited in what you can do with that action. If my option is either to do some kind of stunt that I can't normally do or else unload two Daily powers back to back on the main bad guy, the latter might be the better option. Hitting them with that much raw power can really make a difference.</p><p></p><p>But if I'm down to just my At Will powers then it's a different scenario. At that point the Dwarven Cleric of Moradin using an Action Point (and a Healing Surge under my system) to cause the roof of the cavern to collapse and attack all foes in a certain area plus have them knocked prone (Save Ends) is not only cool but probably a lot more useful than doing Righteous Brand twice.</p><p></p><p>I've noticed that the theme that seems to run through the few house rules I'm making to 4e is to take the subsystems of the game and add on "options not restrictions" that the players can use or not based on their own choices. They can still use an Action Point in the normal manner if they want. I'm just letting them "think outside the box" once in a while if they choose to do so.</p><p></p><p>One thing I'll definitely do before we start the game is to have each player come up with a couple of examples of something they might do with a stunt like this. By agreeing on what is acceptable ahead of time they not only have a place to start from with their creativity but also we have some benchmarks in terms of what power level is acceptable. I'm shooting for something in the neighborhood of what a level appropriate Encounter power would do.</p></blockquote><p></p>
[QUOTE="Rel, post: 4641957, member: 99"] My view is that increased flexibility is often a good substitute for an extra action, particularly if you are limited in what you can do with that action. If my option is either to do some kind of stunt that I can't normally do or else unload two Daily powers back to back on the main bad guy, the latter might be the better option. Hitting them with that much raw power can really make a difference. But if I'm down to just my At Will powers then it's a different scenario. At that point the Dwarven Cleric of Moradin using an Action Point (and a Healing Surge under my system) to cause the roof of the cavern to collapse and attack all foes in a certain area plus have them knocked prone (Save Ends) is not only cool but probably a lot more useful than doing Righteous Brand twice. I've noticed that the theme that seems to run through the few house rules I'm making to 4e is to take the subsystems of the game and add on "options not restrictions" that the players can use or not based on their own choices. They can still use an Action Point in the normal manner if they want. I'm just letting them "think outside the box" once in a while if they choose to do so. One thing I'll definitely do before we start the game is to have each player come up with a couple of examples of something they might do with a stunt like this. By agreeing on what is acceptable ahead of time they not only have a place to start from with their creativity but also we have some benchmarks in terms of what power level is acceptable. I'm shooting for something in the neighborhood of what a level appropriate Encounter power would do. [/QUOTE]
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