Ok my sarcasm detector is not reading properly...
I really haven't looked at 4e very much but if I recall correctly you got 1 out of way more than one of each dailies and encounters at first, right? How long does it take to get to the 4 of each you eventually get? Would having extra options and actions (as many of the abilities we not created equal) do anything more than extend the adventuring day?
It's really a moot point as I'm likely to never play the game but for curiosity sake, what would it change?
Low level 4E combat is a bunch of bullfuck.
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- Psychic Robot
- Prince
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Now, the question is: was their unwieldy, page-eating style of power formatting purposeful or inadvertent? I can see aspects of both. On the one hand, exception-based design masturbation, and the developers are idiots. On the other hand, bigger font + crappy layout = more books = more sales because retards buy books.
Last edited by Psychic Robot on Mon Jan 12, 2009 5:18 pm, edited 1 time in total.
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- Serious Badass
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You get your fourth Encounter Power at 11th and your fourth Daily power at 20th.
But seriously, the entire Paladin list for first level has a total of:
And when it comes down to it, they aren't even that different. As a Grind Paladin, you are Charisma/Wisdom and your powers extend combat. You have a choice of one of two Encounter attacks. One of them gives the target a penalty equal to your Wisdom to its attacks for one round. The other gives your ally a bonus to his AC for one round that is equal to your Wisdom. Those two attacks are actually exactly the same if your target is the only enemy who attacks your most vulnerable friend in the next round, and the situations where you'd want one instead of the other are fairly obvious and minor.
As a Tron Paladin, you also get two encounter smites to choose from. One of them does extra damage equal to your Wisdom Mod, and the other gets a bonus to hit by targeting Reflex instead of AC. Seriously, that's it. They are otherwise the same.
And that's the problem when it comes down to it. There isn't enough stuff in the game to make giving people more choices a valid option. It isn't just that characters don't have enough in-game options. There aren't enough powers in the rules to give characters enough in-game options.
-Username17
But seriously, the entire Paladin list for first level has a total of:
- Four At Will Powers
- Four Encounter Powers
- Three Daily Powers
And when it comes down to it, they aren't even that different. As a Grind Paladin, you are Charisma/Wisdom and your powers extend combat. You have a choice of one of two Encounter attacks. One of them gives the target a penalty equal to your Wisdom to its attacks for one round. The other gives your ally a bonus to his AC for one round that is equal to your Wisdom. Those two attacks are actually exactly the same if your target is the only enemy who attacks your most vulnerable friend in the next round, and the situations where you'd want one instead of the other are fairly obvious and minor.
As a Tron Paladin, you also get two encounter smites to choose from. One of them does extra damage equal to your Wisdom Mod, and the other gets a bonus to hit by targeting Reflex instead of AC. Seriously, that's it. They are otherwise the same.
And that's the problem when it comes down to it. There isn't enough stuff in the game to make giving people more choices a valid option. It isn't just that characters don't have enough in-game options. There aren't enough powers in the rules to give characters enough in-game options.
-Username17
I like writing up new powers/spells/feats/edges.FrankTrollman wrote:I would say that this is the single thing really holding up Fantastic! more than anything. Writig up powers is incredibly dull, and for a game to be interesting and playable it needs to have a lot of powers.
Maybe I should take a look at Fantastic! Is it otherwise a decent game?
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