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7 months ago ::
Nov 18, 2012 - 5:22AM
#21
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Date Joined:
Aug 25, 2007
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I do want encounter powers availeble to people who like them, but in a way that they are not compulsary to people who not like them.
maybe somthing like special spells that create encounter powers
3rd level meta magic spell target 1 1st level spell you have prepared. the target spell now functions like a signature spell see the wizards section in the PHB for info on signature spells.
5th level spell could make a level 2 spell function as encounter spell 7th level spell could make a level 3 spell function as encounter spell 9th level spell could make a level 4 spell function as encunter spell.
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7 months ago ::
Nov 18, 2012 - 6:26AM
#22
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Date Joined:
Jun 22, 2010
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I don't mind set durations for recoverinng spells, special abiltiies, etc. whether it is at-will, 5 minutes, 10 minutes, or daily. So 4E encounter powers set the recovery time at 5 minutes. It probably boils down to the power of each effect and if there is enough design space to make them distinct when you consider at-will, versus 5 minutes, 10 mintues, or daily.
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7 months ago ::
Nov 18, 2012 - 6:35AM
#23
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Date Joined:
Nov 17, 2003
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I like encounter powers in the manner they were implemented in the Book of 9 Swords, i.e. with an in-combat recharge mechanism.
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7 months ago ::
Nov 18, 2012 - 6:50AM
#24
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Date Joined:
Jan 15, 2009
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Encounter spells can be justified for any class based on the surprise. In french, we have the expression "botte secrète" for which I can't find direct translation online (maybe "secret weapon" or "artful thrust"). It comes from fencing and is an unique attack invented a kept secret by the fencer to surprise the enemy and is then almost unstoppable. Basically, this secret attack is an at-will, but it works only once per encounter. Developping and mastering these attacks require training and experience, so the number known by a fighter would be limited.
This surprise based system (encounter) can be used for a lot of things, like to disengage, or fake attacks to move across the battlefield without drawing attacks of opportunity.
The fact that there are real life terms for phenomena (and even real life reasons they cant generally be repeated) doesnt stop those who have been aclimatised to the fighter doing nothing interesting just doing it a lot, from baulking.
The invitation is a term in fencing that amounts to leaving a false opening to seduce your enemy in to making an attack along a particular path which you are in fact very ready for... it is also a pretense of weakness and highly appropriate, to not work multiple times against the same enemy (come and get it is a fantasy rendering of this, fantasy in part because its really hard to deal with multiple enemies at once and quite common in fantasy).
There is an old saying called "fool me once... shame on you, fool me twice shame on me." (or something to that effect).
Surprise based encounter abilities work even more easily with supernatural users.
Can be modelled so many ways it isnt funny including treating Vancian casting the same as it was in the Jack Vance books OR having the spell being at-will but create a temporary localized restistance to itself
And the short rest recuperation based encounter powers from DDN are still here to handle expended ressources like a breath weapon or supernatural power fuel.
Or any form of localized strain.
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7 months ago ::
Nov 18, 2012 - 7:07AM
#25
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I don't mind encounter powers in the game as long as I can easily remove them from the game without removing important archetypes.
I don't want encounter powers in my games because they invalidate my playstyle. If you want to play a dungeon crawl that is a mix of big fights and small trivial combat that tax just a little bit of the party's daily resources, then you don't want to have encounter powers. From my little 4th edition experience, encounter powers are enough to trivialize these encounters without even spending a healing surge.
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7 months ago ::
Nov 18, 2012 - 7:30AM
#26
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Date Joined:
Jan 15, 2009
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Conversely not having encounter powers makes daily powers too important and reduces the effective length of the game day. (or can encourage it for them who are dependent on them)
And makes what I want to be trivial.. .too important.
It also means for the non-daily crew mono-tone ... capability, aka potentiallly boring.
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7 months ago ::
Nov 18, 2012 - 7:45AM
#27
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I dislike Encounter powers for the vagueness and gamist definition. Labeling them "Encounter" powers pushes me away. I much prefer treating them like a signature power where they can be recharged quickly but they're not some lesser daily power. Having them as Encounter powers but not calling them out as such.
The problem with Encounter powers for other types or classes, is that most tend to lend them best for exploratory powers. But there's no such thing as an "Encounter" in the exploratory timeframe so they pretty much become at-wills.
There are ways though. I can imagine advanced Combat Manuver that burn out all your ED until you can spend 10 minutes resting.
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7 months ago ::
Nov 18, 2012 - 8:29AM
#28
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Encounter powers make sense. Not every thing can be done continually and not everthing takes a day to setup/recover from.
X times per day is what really should be dropped. It rarely makes sense (perhaps for spells). Monks ki, for instance would make more sense as an encounter power then x times per day.
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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7 months ago ::
Nov 18, 2012 - 8:33AM
#29
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Encounter powers make sense. Not every thing can be done continually and not everthing takes a day to setup/recover from. X times per day is what really should be dropped. It rarely makes sense (perhaps for spells). Monks ki, for instance would make more sense as an encounter power then x times per day.
What do you mean 'makes sense'? From a meta game perspective?
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7 months ago ::
Nov 18, 2012 - 9:06AM
#30
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To be perfectly honest, we do need another word for encounter. However, encounter powers make a lot of sense.
First, in real life, fighting is tiring. A 3 minute round is intense. In D&D, that's 30 turns. You can't spend the whole time throwing out attacks or else you'll be dead tired.
Second, in fiction, fighting is tiring. The hero is usually pretty strong, but he never spends all his time on the offensive. The finishing moves can't be used over and over.
Third, in games, fighting is tiring. In some games, you have a resource pool, which prevents you from continuously using your moves. In some games, you have cooldowns. In some games you have to press a lot of buttons to do your combo nd you can't always pull it off.
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