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WoTC Rodney: Economy of actions
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 4126917" data-attributes="member: 12332"><p>I'm willing to see Cohorts fall by the wayside. I've long said that higher-level D&D comes down to a few simple concepts.</p><p></p><p>First To Act Wins</p><p>Save or Lose</p><p>and </p><p>Action Advantage</p><p></p><p>It isn't any mystery why my cleric racks his 1st level slots with a spell that adds to Initative checks, puts the rest of his spells in immunities, and took a cohort that folds into a Tiny pocket-sized arcane missile-launcher. Additionally I keep a lot of Immediate Action Spells on hand (wonderful things) and the entire party bought every Belt of Battle (or whatever the Magic Item Compendium item is that grants extra actions per day was) and I purchased a headband that Quickens three levels of spells per day (another Magic Item Compendium gem, IIRC). </p><p></p><p>At 20th level there are no characters in the party that get 1x Immediate Action, 1x Swift Action, 1x Move Action, and 1x Standard Action. Everyone has a cohort, a Belt of Battle, a bunch of summoned creatures, feats that grant extra attacks, etc etc.</p><p></p><p>In D&D3.5 my major concerns were: Act Early, Become Immune To Status Effects, and Get More Actions. </p><p></p><p>Though, to be honest, it looks like in 4.0 it will be: Modify Saves (Increases and/or Save Out Of Turn), More Hit Points (everything goes to HP now), and Reduction/Immunity To Movement Effects (since most of the powers we've seen cause some sort of involuntary movement or limit movement).</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 4126917, member: 12332"] I'm willing to see Cohorts fall by the wayside. I've long said that higher-level D&D comes down to a few simple concepts. First To Act Wins Save or Lose and Action Advantage It isn't any mystery why my cleric racks his 1st level slots with a spell that adds to Initative checks, puts the rest of his spells in immunities, and took a cohort that folds into a Tiny pocket-sized arcane missile-launcher. Additionally I keep a lot of Immediate Action Spells on hand (wonderful things) and the entire party bought every Belt of Battle (or whatever the Magic Item Compendium item is that grants extra actions per day was) and I purchased a headband that Quickens three levels of spells per day (another Magic Item Compendium gem, IIRC). At 20th level there are no characters in the party that get 1x Immediate Action, 1x Swift Action, 1x Move Action, and 1x Standard Action. Everyone has a cohort, a Belt of Battle, a bunch of summoned creatures, feats that grant extra attacks, etc etc. In D&D3.5 my major concerns were: Act Early, Become Immune To Status Effects, and Get More Actions. Though, to be honest, it looks like in 4.0 it will be: Modify Saves (Increases and/or Save Out Of Turn), More Hit Points (everything goes to HP now), and Reduction/Immunity To Movement Effects (since most of the powers we've seen cause some sort of involuntary movement or limit movement). --fje [/QUOTE]
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WoTC Rodney: Economy of actions
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