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Tactical Points: A Unified System to Fix 4e Powers
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<blockquote data-quote="Alex319" data-source="post: 4811004" data-attributes="member: 45678"><p>To respond to a few of the points made above:</p><p></p><p>1. Fundamentally, my main goal with this system was to replace all the "hard caps" with "soft caps." One of the complaints I see about 4e combat is that you can't even try the same power more than once - that the system says "you can't do that." This gets rid of that by making it so you can do the same power more than once, it just costs more. The "ramp up" is preserved to avoid spamming of the same power. Essentially my system is an intermediate between the extremes of a power being used over and over again for no additional cost (promotes spamming of most powerful powers and optimizing for one specific power) and no ability to even try the same power more than once (restricts player actions too much). However, Eric Finley's suggestion of the 2 TP for "recovery" seems to be a good idea that makes bookkeeping a little easier.</p><p></p><p>2. Yes, it's true that people will need to get bonus TP in order to keep up with the normal power progression, but that's intentional. The bonus TP are supposed to be "gettable" a significant fraction of the time. Combat advantage isn't that hard to get, if you can get yourself in the right position out of harm's way you can use both your move and minor actions for channel mana twice per round, the combat prayer doesn't even require doing anything special in combat in order to get, and if you have a leader or two to pump healing then you can easily afford the hit point loss from the primal energy. However you are correct it's probably a better idea to just make these innate abilities rather than charge a feat for them. (In fact, when I wrote the thing I was a little worried that some of the bonuses are too easy to get.)</p><p></p><p>3. I'm skeptical of systems where short rests are not idempotent (idempotent means that doing it twice or more in a row is the same as doing it once), because you can exploit the system by doing multiple short rests in a row. For example Neubert's system where you recover only some of your TP after each short rest - a party could just take several short rests until they recover all their TP. Of course there are ways to prevent this (e.g., don't let players rest more than once between encounters. have monsters ambush them if they try to rest too much) but then you could end up in an "arms race" with the players trying to counter those tactics (e.g. seek out weak encounters on purpose, go to an out of the way place to hide an then rest). Unless you want this kind of dynamic it may not be a good idea.</p><p></p><p>4. The comments about healing surges make sense. It might be a good idea to remove tha ability to burn healing surges from the system. Probably it would be a good idea to, rather than spend healing surges or action point, just introduce a new per-day resource that can be spent for bonus TP.</p><p></p><p>5. Don't forget that overextending isn't that hard to do. A 1st level character with +4 in his primary stat and a trained skill has +9 to that skill, so he can make a DC 14 check (to go down to -1 TP) 80 percent of the time.</p><p></p><p>6. @Stalker0: The fighter can't get "free powers all day" because he can only use each power "for free" once per encounter. The first time he uses a level 1 encounter power he can pay all the cost with bonus TP, but after that he has to pay the "ramp up" cost.</p><p></p><p>7. @DanmarLOK: I don't understand what you're talking about with regards to if utilities "count as what they are." You pay TP for them based on what they are. However, your maximum TP is not affected by what powers you choose - it's just affected by your level.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4811004, member: 45678"] To respond to a few of the points made above: 1. Fundamentally, my main goal with this system was to replace all the "hard caps" with "soft caps." One of the complaints I see about 4e combat is that you can't even try the same power more than once - that the system says "you can't do that." This gets rid of that by making it so you can do the same power more than once, it just costs more. The "ramp up" is preserved to avoid spamming of the same power. Essentially my system is an intermediate between the extremes of a power being used over and over again for no additional cost (promotes spamming of most powerful powers and optimizing for one specific power) and no ability to even try the same power more than once (restricts player actions too much). However, Eric Finley's suggestion of the 2 TP for "recovery" seems to be a good idea that makes bookkeeping a little easier. 2. Yes, it's true that people will need to get bonus TP in order to keep up with the normal power progression, but that's intentional. The bonus TP are supposed to be "gettable" a significant fraction of the time. Combat advantage isn't that hard to get, if you can get yourself in the right position out of harm's way you can use both your move and minor actions for channel mana twice per round, the combat prayer doesn't even require doing anything special in combat in order to get, and if you have a leader or two to pump healing then you can easily afford the hit point loss from the primal energy. However you are correct it's probably a better idea to just make these innate abilities rather than charge a feat for them. (In fact, when I wrote the thing I was a little worried that some of the bonuses are too easy to get.) 3. I'm skeptical of systems where short rests are not idempotent (idempotent means that doing it twice or more in a row is the same as doing it once), because you can exploit the system by doing multiple short rests in a row. For example Neubert's system where you recover only some of your TP after each short rest - a party could just take several short rests until they recover all their TP. Of course there are ways to prevent this (e.g., don't let players rest more than once between encounters. have monsters ambush them if they try to rest too much) but then you could end up in an "arms race" with the players trying to counter those tactics (e.g. seek out weak encounters on purpose, go to an out of the way place to hide an then rest). Unless you want this kind of dynamic it may not be a good idea. 4. The comments about healing surges make sense. It might be a good idea to remove tha ability to burn healing surges from the system. Probably it would be a good idea to, rather than spend healing surges or action point, just introduce a new per-day resource that can be spent for bonus TP. 5. Don't forget that overextending isn't that hard to do. A 1st level character with +4 in his primary stat and a trained skill has +9 to that skill, so he can make a DC 14 check (to go down to -1 TP) 80 percent of the time. 6. @Stalker0: The fighter can't get "free powers all day" because he can only use each power "for free" once per encounter. The first time he uses a level 1 encounter power he can pay all the cost with bonus TP, but after that he has to pay the "ramp up" cost. 7. @DanmarLOK: I don't understand what you're talking about with regards to if utilities "count as what they are." You pay TP for them based on what they are. However, your maximum TP is not affected by what powers you choose - it's just affected by your level. [/QUOTE]
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