ZombieRoboNinja
First Post
korjik said:Which is pretty dumb in my opinion. I have found that having the slightest clue about the capabilities of my players, having the slightest clue about what they like and dont like, is usually a better solution to limiting their abilities just to make my life easier.
I don't get what you mean here. Does it take some kind of deep psychological insight into your players to figure out that a level 5 wizard is gonna be able to fly over a cliff?
ALSO
I think it was mentioned in the podcast that at some levels, you upgrade existing powers rather than picking new ones. That would seem to be what's going on at level 11 here. (I'm guessing that all utility powers are at even levels and combat powers at odd levels, but clearly you don't get new utility stuff EVERY even level either.)
I'm wondering how convoluted the level-up chart is gonna look...
Level - Bonuses
1 - feat, class abilities, a bunch of powers
2 - utility power, feat
3 - new encounter combat power
4 - attribute bonus, feat
5 - ne wdaily combat power
6 - feat
7 - upgrade encounter combat power
etc.....