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Switch to Forum Live View Wizard having per-encounter spells in D&DNext
12 months ago  ::  Jul 20, 2012 - 3:02AM #41
ArjenL
Date Joined: Oct 27, 2007
Posts: 272

Jul 20, 2012 -- 1:30AM, Uskglass wrote:

Jul 20, 2012 -- 1:15AM, ArjenL wrote:

Jul 20, 2012 -- 12:29AM, EnglishLanguage wrote:

Jul 19, 2012 -- 10:56PM, HP2012 wrote:

I hope they put the encounter spells into an optional module. Keep them out of the basic game. It is good for the 4E fans that they include them somehow. But like many I won´t use the AEUD power system for the basic game.



WHats wrong with having the option in the basic game?




That depends on the way they want to handle "encounter" in DDN, if it is just a short rest it will heavily influence the pacing of an adventure. If it is handled such that the"rerfresh" of a spell can be gained by spending a hitdie during a short rest it might be easier to tack on as it will synchronise better with the use of the hitdie by the fighter.




So you use a daily resurce to power up a per encounter resources. That means ithey are not actually encounter resources anymore. 
I don't see the 'balance' problem, considering in Essentials there were both AE classes and AD classes and they were reasonably balanced between each other, so it can be done. Think about E as At-wills+.
It seems it is just an issue of flavour some people have with E spells/powers. And the solution should be as easy as not picking them up for the character. Same goes for those who dislike D spells/powers.




Incorprating "encounter" powers in the core that means that encounters, as distinct quantifiable units, are in. This has an impact in the adventure in terms of pacing, flow and encounter-design (as opposed to adventure design).

This is something that fits better in a module than core. It's effect on the game-style and adventure design is large enough that it's addition should be a personal consious choice on how to run your campaign. The encounter-based rulesystem of 4e is the reason I, most likely, won't return to 4E after 2 year of DM-ing that edition.

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12 months ago  ::  Jul 20, 2012 - 3:42AM #42
edwin_su
Date Joined: Aug 25, 2007
Posts: 3,066

Jul 20, 2012 -- 1:30AM, Uskglass wrote:

Jul 20, 2012 -- 1:15AM, ArjenL wrote:

Jul 20, 2012 -- 12:29AM, EnglishLanguage wrote:

Jul 19, 2012 -- 10:56PM, HP2012 wrote:

I hope they put the encounter spells into an optional module. Keep them out of the basic game. It is good for the 4E fans that they include them somehow. But like many I won´t use the AEUD power system for the basic game.



WHats wrong with having the option in the basic game?




That depends on the way they want to handle "encounter" in DDN, if it is just a short rest it will heavily influence the pacing of an adventure. If it is handled such that the"rerfresh" of a spell can be gained by spending a hitdie during a short rest it might be easier to tack on as it will synchronise better with the use of the hitdie by the fighter.




So you use a daily resurce to power up a per encounter resources. That means ithey are not actually encounter resources anymore. 
I don't see the 'balance' problem, considering in Essentials there were both AE classes and AD classes and they were reasonably balanced between each other, so it can be done. Think about E as At-wills+.
It seems it is just an issue of flavour some people have with E spells/powers. And the solution should be as easy as not picking them up for the character. Same goes for those who dislike D spells/powers.




well there are difrent ways they could handel it.

like the 3.X recource feats if you have spell X memorised you gain the Y encounter or at will power.

or You could do it trough buffs.
a dayly spell that gives a buff that lasts 1 hour per level, and alouws you to use a attack ebvery encounter or every 5 minutes.

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12 months ago  ::  Jul 20, 2012 - 5:16AM #43
Garthanos
Date Joined: Jan 15, 2009
Posts: 18,559
Resting as sleep = dailies - resting as relaxing and meditating = encounter powers... wow so completely different NOT.

When in sports I could run like hell sprinting etc.. exert myself almost completely... then recover it completely in 5 to 10 minutes afterwards.
 
Encounters as distinct units were mentioned in 2e.. and called the heart of D and D by the way....

Repeatability? why are spells normally not repeated in a short period of time.. working a magic builds up a fairly specific resistance to it in the environment.  

If something is a trick attempting to  repeat it against the same subject results in marked penalties ie Disadvantage.
Fool me once.. shame on you.



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12 months ago  ::  Jul 20, 2012 - 5:38AM #44
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,567

Jul 19, 2012 -- 1:15PM, thecasualoblivion wrote:

The following is a twitter conversation featuring Mike Mearls:

‏bewertow:

@mikemearls Really sad to see Vancian casting come back. I loved having encounter spells in 4e. Any chance of encounter spells for wizards?

Mike Mearls:

@bewertow Yes, we actually have some ideas for including that in the spell list.

Discuss  


This still fails to deal with the difficulties that per-day refreshes cause, such as going nova and mechanically imbalancing the classes, and waiting to sleep and interfering with the timeline of adventure stories.

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12 months ago  ::  Jul 20, 2012 - 5:45AM #45
AquaticSpaceChicken
Date Joined: Dec 21, 2005
Posts: 146
I wouldn't be adverse to "Encounter" based resources that refreshed via a Daily refreshing resource-- like hit points are now, as they refresh at a short rest by using Hit Dice, but Hit Dice refresh only on a long rest. That way a wizard couldn't fling fireballs at the castle wall all day long, but could still do it repeatedly for a while before finally becoming spent.
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12 months ago  ::  Jul 20, 2012 - 6:05AM #46
Uskglass
Date Joined: Oct 17, 2007
Posts: 949

Jul 20, 2012 -- 3:02AM, ArjenL wrote:


Incorprating "encounter" powers in the core that means that encounters, as distinct quantifiable units, are in. This has an impact in the adventure in terms of pacing, flow and encounter-design (as opposed to adventure design).

This is something that fits better in a module than core. It's effect on the game-style and adventure design is large enough that it's addition should be a personal consious choice on how to run your campaign. The encounter-based rulesystem of 4e is the reason I, most likely, won't return to 4E after 2 year of DM-ing that edition.




But 'encouters' are there already in the mechanics. They have been there since 3.x at least. The so called 'adventure day' is an abstraction. What it actually means is that the resources math is balanced around x number of encounters. So basically we have: 'Daily' = /x encounters and 'Encounter' = /1 encounter. It is just a matter of flavour about how you want to present it to players.

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12 months ago  ::  Jul 20, 2012 - 10:10AM #47
Akoo
Date Joined: Jun 22, 2011
Posts: 232

Jul 20, 2012 -- 5:16AM, Garthanos wrote:



When in sports I could run like hell sprinting etc.. exert myself almost completely... then recover it completely in 5 to 10 minutes afterwards.
 




You have officially convinced me of encounter powers. 
Every explanation I remember has said something along the lines of "I need to regain my focus, then I can do the cool spinny thing." Rather than"I'm tired and need to finish this fight so I can't do the cool spinny thing."
Thanks Garthanos
Encounters for dndnext (definitely martial characters) +1 

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12 months ago  ::  Jul 20, 2012 - 10:15AM #48
Ed_Warlord
Date Joined: Feb 13, 2012
Posts: 664
Encounter powers are nice.  They give your character something dramatic to do that they can do every fight, so they become very character-defining. 

But at-will and daily powers for all classes is the big change I really noticed with 4e.  Instead of wizards running out of spells and clerics running out of healing and the party going back to town to rest after a couple of fights, everyone could stay in every round of every fight and you could have more fights even at first level.

Encounters are nice and would be good if everyone gets them.  Everyone should definitely get both at-will and daily powers.   
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12 months ago  ::  Jul 20, 2012 - 1:44PM #49
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,567
But you know what? I have to admit, encounter powers get a bit samey, encounter after encounter after encounter.

Maybe if the adventurer has an encounter slot, and a choice of things to do with it, it might help spice things up? It might help each encounter be a little different, even if theres a favorite that the adventurer normally does.
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12 months ago  ::  Jul 20, 2012 - 1:53PM #50
Marshall
Date Joined: Mar 15, 2001
Posts: 880

Jul 19, 2012 -- 7:47PM, scowyn1269 wrote:


I like that also. I wouldnt allow that low of a level. Id say 3 of same, 4 of one down, 2 of one up. This would definately cut on the amount of spells. Unfortunately it still gives Daily spell power in an encounter form, which i dunno seems kinda hokey lol. could work though love to try it




If spellcasters have enough spell slots to spend multiple spells/day on buying encounter powers the system is already in a non-functional state. At-wills and Rituals make everything over 1 spell/day/spell level redundant. If Wizards and Clerics have 30-40+ spells/day you still have the QW problem(even worse, now they have AW's and Rituals on top).

You want Vancian? You have ~10 spell slots/day total and you can choose to put 10 dailys or 10 encounter spells or any combination thereof.

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