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Tactical Points: A Unified System to Fix 4e Powers
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<blockquote data-quote="Saeviomagy" data-source="post: 4812447" data-attributes="member: 5890"><p>Not only that, but the martial one royally screws rogues, who have to give up their primary method of dealing damage in order to use their abilities, while all the other martial classes merely take a minor hit to accuracy.</p><p></p><p></p><p>Level 1:</p><p>1 encounter, 1 daily.</p><p></p><p>TP: 2</p><p></p><p>So... I need a DC 22 check to use my daily. I'm basically forced to take either athletics or acrobatics as one of my skills, and even if I put my all into being good at it (+15), I've still got a 35% chance of failing.</p><p></p><p>In other words, taking the feat is mandatory, and rogues are totally screwed.</p><p></p><p>Level 2:</p><p>1 encounter, 1 daily, 1 utility</p><p></p><p>TP: 3</p><p></p><p>That check gets a little lower (down to 19), and the mod gets higher (up to 16). However now I've got yet another power that I have to pay for somehow, and it may well be a daily. Wow, I sure hope I spent all my feats on extra healing surges, skill boosts and that TP generation feat, just to use my powers.</p><p></p><p>Level 10:</p><p>TP: 7</p><p>3 encounters, 3 dailies, 3 utilities</p><p></p><p>Twice as many TP, 3 times as many powers. To use 3 encounter powers and a daily (which is not unreasonable), takes me 11 points and I've only got 7 to spend. And if I have only encounter utility powers, then that's another 6 on top of that. If I gain another level, suddenly I need 24 points.</p><p></p><p></p><p>Level 30:</p><p>TP: 17</p><p>4 encounters, 4 dailies, 4 utilities, PLUS your epic destiny powers.</p><p></p><p>Takes you 25 points to spend each encounter plus a daily.</p><p>At this point the feat tax is not quite so heavy, but it's still a tax: you effectively have to spend it in order to have the same amount of fun that you used to have.</p><p></p><p>The DC for actually spending a normal encounters worth of powers is 34, while your skill is around about the same. So you can actually spend a normal encounter worth of powers, plus some extra. But you've pumped a skill to the max to do it when all you wanted to do was melt some face. And heaven help you if you have a class with a prime stat that doesn't improve the skill selected for you, or wanted to use an unusual distribution.</p><p></p><p>To put it mildly: I don't think you've actually done the maths (except maybe at level 30). I don't think you've put any thought into how unfun not being able to use your powers is. I don't think you've actually played most classes in the game.</p><p></p><p>Finally, I don't think your final design satisfies any of your design criteria at any level:</p><p></p><p>1. While it does remove the hard cap, the soft cap you impose is more restrictive, and rapidly hits hard limits: it's a 'fake' soft cap. Realistically it's a lower hard cap than the original.</p><p></p><p>2. The power sources don't actually play in a different way. They all have a pile of tokens, and they all run out of tokens before they can use most of their powers, except for the fighter, who just stands around flanking all day and making more tokens.</p><p></p><p>3. They don't encourage the use of stunts. If anything, they discourage them. You've effectively said "use the stunt rules from the book, but whenever you use a stunt, cross off the use of two encounter powers". Currently stunts can be used whenever you don't wish to use up a power, or when your powers are not applicable. In your version a stunt has a higher cost than using an encounter power, so they are only ever going to be used when there is no other choice.</p><p></p><p>So - more complex, less fun.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4812447, member: 5890"] Not only that, but the martial one royally screws rogues, who have to give up their primary method of dealing damage in order to use their abilities, while all the other martial classes merely take a minor hit to accuracy. Level 1: 1 encounter, 1 daily. TP: 2 So... I need a DC 22 check to use my daily. I'm basically forced to take either athletics or acrobatics as one of my skills, and even if I put my all into being good at it (+15), I've still got a 35% chance of failing. In other words, taking the feat is mandatory, and rogues are totally screwed. Level 2: 1 encounter, 1 daily, 1 utility TP: 3 That check gets a little lower (down to 19), and the mod gets higher (up to 16). However now I've got yet another power that I have to pay for somehow, and it may well be a daily. Wow, I sure hope I spent all my feats on extra healing surges, skill boosts and that TP generation feat, just to use my powers. Level 10: TP: 7 3 encounters, 3 dailies, 3 utilities Twice as many TP, 3 times as many powers. To use 3 encounter powers and a daily (which is not unreasonable), takes me 11 points and I've only got 7 to spend. And if I have only encounter utility powers, then that's another 6 on top of that. If I gain another level, suddenly I need 24 points. Level 30: TP: 17 4 encounters, 4 dailies, 4 utilities, PLUS your epic destiny powers. Takes you 25 points to spend each encounter plus a daily. At this point the feat tax is not quite so heavy, but it's still a tax: you effectively have to spend it in order to have the same amount of fun that you used to have. The DC for actually spending a normal encounters worth of powers is 34, while your skill is around about the same. So you can actually spend a normal encounter worth of powers, plus some extra. But you've pumped a skill to the max to do it when all you wanted to do was melt some face. And heaven help you if you have a class with a prime stat that doesn't improve the skill selected for you, or wanted to use an unusual distribution. To put it mildly: I don't think you've actually done the maths (except maybe at level 30). I don't think you've put any thought into how unfun not being able to use your powers is. I don't think you've actually played most classes in the game. Finally, I don't think your final design satisfies any of your design criteria at any level: 1. While it does remove the hard cap, the soft cap you impose is more restrictive, and rapidly hits hard limits: it's a 'fake' soft cap. Realistically it's a lower hard cap than the original. 2. The power sources don't actually play in a different way. They all have a pile of tokens, and they all run out of tokens before they can use most of their powers, except for the fighter, who just stands around flanking all day and making more tokens. 3. They don't encourage the use of stunts. If anything, they discourage them. You've effectively said "use the stunt rules from the book, but whenever you use a stunt, cross off the use of two encounter powers". Currently stunts can be used whenever you don't wish to use up a power, or when your powers are not applicable. In your version a stunt has a higher cost than using an encounter power, so they are only ever going to be used when there is no other choice. So - more complex, less fun. [/QUOTE]
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