Theorized resource progression

keterys said:
Powers and Bonus Feats
1 - 2 At-Will, 1 Encounter, 1 Daily
2 - Utility
3 - Encounter
4 - Bonus Feat
5 - Daily
6 - Utility
7 - Encounter
8 - Bonus Feat
9 - Daily
10 - Utility
11 - Paragon Path
12 - Bonus Feat
13 - Encounter
14 - Paragon Path
15 - Daily
16 - Utility
17 - Paragon Path
18 - Bonus Feat
19 - Encounter
20 - Paragon Path
21 - Epic Destiny
22 - Utility
23 - Daily
24 - Bonus Feat
25 - Epic Destiny
26 - Utility
27 - Encounter
28 - Bonus Feat
29 - Daily
30 - Epic Destiny

Do you think characters won't gain additional at-will powers?
 

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For the record: A power is labeled "utility" to distinguish it from an attack power. But there are both Daily utilities and per-encounter utilities listed for the Wizard.

I also don't think characters are likely to get bonus feats. In 3e, bonus feats usually served one or more purposes:

A spell-system substitute for non-casters (fighter)
-useless since everyone has powers now

A shorthand for class abilities/paths that fits within the prerequisite system (ranger/monk)
-useless since prerequisites are mostly gone and, based on the rogue, those sorts of choices aren't going to be feat-based any more.

A pittance for sticking with a base class (Wizard)
-useless since paragon paths and epic destinies add instead of substitute.

A means of differentiating mostly-indentical classes (Wizard again)
-useless since all classes are getting their own power list.
 

I'd prefer more at-wills, but certainly any you gained could not be more powerful than the ones you had already... so maybe you'll get more at-wills from path and destiny. Maybe you can spend a feat to get another, etc...

But, WotC supposedly said that you got your two and you were done.

It's very likely you get bonus feats since wotc definitely said that at every level you'd get a power or feat, and there are gaps that work out pretty perfectly if you stick bonus feat between utilities.

Utilities can indeed be encounter or daily - the power is matched to the type, but the same level (ex: 16) can have both encounter and daily options. Which is nice.
 


Questions:

Utility powers make sense for Arcane and Divine classes but what sort of non-combat powers can a Martial class get?

Are Paragon Paths and Epic Destinies class-dependent talent trees? I'm not clear about that.

If the maximum amount of resources is low, do you get the option of swapping powers and/or upgrading weaker ones?
 

Triangleman27 said:
Utility powers make sense for Arcane and Divine classes but what sort of non-combat powers can a Martial class get?
Evaluate opponent (all), Improved endurance (fighter/ranger), Identify weapon (all), Fortify defenses (fighter/warlord), Daring escape (rogue), Sunder object (fighter/warlord), Threatening glare (fighter/warlord), Improved tracking (ranger)

Triangleman27 said:
Are Paragon Paths and Epic Destinies class-dependent talent trees? I'm not clear about that.
Not necessarily. My impression is that certain Paths will be more suited to certain classes, but there will be some crossover, and that Destinies will largely be independent of class.

Triangleman27 said:
If the maximum amount of resources is low, do you get the option of swapping powers and/or upgrading weaker ones?
They've pretty much said that's the case.
 

Utility powers make sense for Arcane and Divine classes but what sort of non-combat powers can a Martial class get?

It's really quite easy. I mean _Tumble_ is a utility power. There's all kinds of things you can do with movement, defenses, bonuses to attack, rerolls, saves, etc... and that's without turning to pseudo-magical or more cinematic moves that can really get interesting.
 

On Utilities: these are not supposed to be attacks or attack like(some things noted above seem to enter attack territory). For example, I asked about charm person: this is, of course, an attack, since it can take an opponent out of a fight. Examples of utilities seem to involve movement.

There also not feats, which seem like the more general augments.

Martial utilities: run real fast, smash down door, jump far...
 


If you look at the pregenned characters, only two appear to have 2 feats. The Human Cleric (we know humans get bonus feats - see the SNeak Attack! article) and the Eladrin Ranger. I'm thinking that Rangers gain bonus feats, though they might be pre-determined (like in 3.0) or taken from a small selection (the 3.5 ranger and monk, for example). They might be based on some kind of "Ranger Tactics", similar to the two rogue tactics (one based around ranged attacks, one based around melee, for example).

Edit: I definately see a point in having some bonus feats, particularly if they are targeted in nature. I expect that everyone will be gaining more feats than in 3.x, but this doesn't necessarily have to be accomplished through bonus feats, I suppose.
 

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