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Switch to Forum Live View Bring Back Encounter Powers?
7 months ago  ::  Nov 18, 2012 - 10:44AM #41
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,752

Nov 18, 2012 -- 9:18AM, Gnarl wrote:

 
But I think 4th edition solved that problem with at-will powers, not encounters powers. In a EDU (no at-will) system, once you run out of encounter powers, if your only option is to shoot darts, your players will use daily powers.



Anything which reduces the amount of suckage when daily resources are depleted... has an impact. And at-wills do by allowing your characters style to persist... but not in terms of potency.

Nov 18, 2012 -- 7:30AM, Garthanos wrote:


It also means for the non-daily crew mono-tone ... capability, aka potentiallly boring.




Agreed. At-will powers are boring. It was true in 4th edition (in my opinion), 3rd edition (wand of magic missile is not that fun) and in AD&D (yay for shooting darts!).




Well at-wills in 4e and now 5e are more interesting than the dart throwing was... 

I also feel the action points contributed significantly to creating the crescendo...  effect.
 

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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7 months ago  ::  Nov 18, 2012 - 11:05AM #42
Rory
Date Joined: Jun 24, 2005
Posts: 1,069

Nov 18, 2012 -- 9:56AM, Crimson_Concerto wrote:

 Yes, that's what I've said. I've met many experienced gamers who take issue with it for thinking that it's bad for immersion or simulation, but I've not met a single newer player that thinks it's any worse than daily spells on a caster. "If I know how to cast a spell, then why can't I just cast it whenever I want?" they might ask. Whatever logical answers you can come up with for that pretty much work just as well for martial abilities. If you really think about it, I think you'll find that the underlying root of your objection that it's just a large departure from how you're used to seeing martial combat mechanically represented.






I have finished enough of a pure Atwill magic tradition to set a 1st level character. I can answer that question to a new player. I've also doctored on a pure vancian class. Explaining vancian magic to new players is easy though I agree that if you give a newb a vancian mage and a fighter with encounter powers they are more likely to question vancian magic.  




And how do you reconcile this view with a lack of issue with spells being daily? What is at all realistic about that, especially when you compare it to most forms of magic in media and literature? It's not like it's hard to imagine a character that can cast Sleep at-will. But just as it's not difficult to imagine a caster that runs out of magical energy quickly and finds it too difficult to concentrate after, it's not difficult to imaging a martial character that has low endurance or only knows a few reliable tricks that the enemy catches onto quickly enough to make the fighting style ineffective.





I dont need to reconcile it. I see no reason to entertain the workings of magic while talking about martial maneuvers. I do offer a pure atwill class and a pure vancian class. I can make a much better case to the players for those traditions than the current please-everyone hodgepodge. 

I simply dont buy this idea that something can only be used once a fight to the extent that it would be more efficient to write it in the rules as such. The only exceptions are powers for the entire party and even those might be better as utility powers. The further removed a maneuver is from one single action the more mechanical the game becomes. An example is giving a basketball player in a video game a dunk maneuver. Once a game they can dunk on anyone. Poor game design. Better to give them superior ball handling, leaping, and the ability to inspire with dunks. Let them put the package together themselves as natural as possible. Most encounter powers bring a complex feat from start to finish in the same way a dunk feat would. While on the rant- Its comes off as lazy game design. Its time consuming to define a maneuver that has multiple factors. Its easy to give out something with uncanny power and usage limits."        




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7 months ago  ::  Nov 18, 2012 - 11:58AM #43
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,752

Nov 18, 2012 -- 11:05AM, Rory wrote:

 Its time consuming to define a maneuver that has multiple factors. Its easy to give out something with uncanny power and usage limits."        



The problem has often been that attempting to track such multiple factors often conspire to induce
"oh well I guess I will just hit it on the toe like everybody else" 

 

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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7 months ago  ::  Nov 18, 2012 - 12:42PM #44
zago
Date Joined: Oct 23, 2012
Posts: 660
@Garthanos

I guess we will have to agree to disagree. I don't understand what makes Encounter powers less boring. You describe it as a tempo change, but to me its like every song gets the same intro. AT-Wills were more or less the same, and the only mechanic that disrupted the flow of the average combat vs. the special one was daily powers. 

I could undestand perhaps if you could get 4 powers wrapped up into one encounter power so that each combat I make a tactical decision which power fits this encounter. That would make encounter powers feel unique and not mundane.

My biggest problem with encounter powers is that in most situations they actually take the combat decisions away from the player and give it to the system. If I get 6 powers, and one of them is twice as good as the rest, then I am always going to use it, it no longer becomes something special, it becomes a mindless and obvious decision.

I also disagree with the tempo analogy you made. XD represent the first time tempo can change, I have no idea what I am going to do as a fighter until I see how things occur inbetween my turns. Admitedly this is minor at low level, but once you get 3 dice, you will have combats where have a hige amount of power to change the tempo from highly aggresive to highly defensive, but becuase these decisions are balanced and buillt into a gamble mechanic its way more exciting then to win and be successful with them, because you made tactical decisons to achieve high performance.
My mind is a deal-breaker.
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7 months ago  ::  Nov 18, 2012 - 12:52PM #45
Aesurtiel
Date Joined: Dec 7, 2009
Posts: 258

Nov 18, 2012 -- 9:40AM, Warrant wrote:

Nov 18, 2012 -- 9:35AM, Rory wrote:

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I fear I dont have the ability to articulate this. I am an experienced player who believes that encounter powers dont make sense for martial classes. Its not that I haven’t listened to explanations.




No Encounter powers make sense for any classes. They are purely a metagame construct not even masquerading as something different.

It's not like the character says to himself "Wow, I am encountering a new foe, I'll now be able to use my spinning blades attack again!"

"Maybe if I run away and then run back to the battle again, it will be a new 'encounter' and I can use my spinning blades again"
hogwash





You can't make an argument with ignorance. You can only say that because you've never actually played 4e. Encounter powers aren't available every encounter just because they're called encounter powers. You only get them back if you take a short rest. The same thing  applies to daily powers. They don't magically come back every 24 hours. You have to take a long rest and if you get attacked before they recharge, you don't get them back..

Maybe we should just have powers with cooldowns or an energy pool, for the sake of realism, but that'd just complicate things.

Encounter and daily powers do not onsolete at-wills. In 4E, some optimied characters focus on using at-wills. Free attacks with at-will basic attacks were very potent. Also, fights aren't supposed to end so quickly that you never run out of powers. The only reason you'd think that they'd be obsoleting is because the monsters are all currently in very easy mode. Besides, encounter powers don't necessarily mean attacks that do higher damage. Encounter powers could be an extra attack or an attac that stuns.

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7 months ago  ::  Nov 18, 2012 - 1:01PM #46
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,752

Nov 18, 2012 -- 12:42PM, zago wrote:

@Garthanos

I guess we will have to agree to disagree. I don't understand what makes Encounter powers less boring. You describe it as a tempo change, but to me its like every song gets the same intro. AT-Wills were more or less the same, and the only mechanic that disrupted the flow of the average combat vs. the special one was daily powers. 

I could undestand perhaps if you could get 4 powers wrapped up into one encounter power so that each combat I make a tactical decision which power fits this encounter. That would make encounter powers feel unique and not mundane.



I dont want all encounter powers to be a first action choice either I would like some of them to work better deeper in to the fight for instance and I would like the highlighted idea of what you mentioned as I have suggested it myself. But either way its still encounter powers, subtly different implementation can have good effects we dont have them at all as it stands.

Nov 18, 2012 -- 12:42PM, zago wrote:


I also disagree with the tempo analogy you made.  



The tempo/pitch analogy is only an anology of course. Tempo is actually varied by the potency/impact of those abilities a defensive encounter power having higher allowed impact is still making a higher variance peaks and vallies. The analogy is one of having another factor by which the action is varied ie the music is richer. I can tap the cymbol again and again or tap a different cymbol or I can make a big hit on the cymbol... the big hit breaks things up within the fight itself, it doesnt make it different than other fights, its a given round having a different amount of pop based on something other than fluke die rolls.

I also feel the lack of action points which also contributed to the crescendo.. 
 

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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7 months ago  ::  Nov 18, 2012 - 1:11PM #47
Rory
Date Joined: Jun 24, 2005
Posts: 1,069

Nov 18, 2012 -- 12:52PM, Aesurtiel wrote:





You can't make an argument with ignorance. You can only say that because you've never actually played 4e. Encounter powers aren't available every encounter just because they're called encounter powers. You only get them back if you take a short rest. The same thing  applies to daily powers. They don't magically come back every 24 hours. You have to take a long rest and if you get attacked before they recharge, you don't get them back..

Maybe we should just have powers with cooldowns or an energy pool, for the sake of realism, but that'd just complicate things.

Encounter and daily powers do not onsolete at-wills. In 4E, some optimied characters focus on using at-wills. Free attacks with at-will basic attacks were very potent. Also, fights aren't supposed to end so quickly that you never run out of powers. The only reason you'd think that they'd be obsoleting is because the monsters are all currently in very easy mode. Besides, encounter powers don't necessarily mean attacks that do higher damage. Encounter powers could be an extra attack or an attac that stuns.




There is nothing I can think of that should leave a character so physically exerted that they need to rest before doing again reguardless of con. Its only six seconds.

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7 months ago  ::  Nov 18, 2012 - 1:34PM #48
Aesurtiel
Date Joined: Dec 7, 2009
Posts: 258

Nov 18, 2012 -- 1:11PM, Rory wrote:



There is nothing I can think of that should leave a character so physically exerted that they need to rest before doing again reguardless of con. Its only six seconds.




So you've read some books, watched some movies, played some games, and now you think you know how it feels to be an adventurer?

Hike through the woods for half a day. Climb upa a cliff face. Then finally encounter some bandits. Get hit in the shoulder with an arrow. Parry a sword slash. It's finally you turn. Do a whirldwind attack. Dodge a fireball. Get shot again. Parry another sword slash. Now try that whirldwind attac again.

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7 months ago  ::  Nov 18, 2012 - 2:05PM #49
mellored
Date Joined: Jul 8, 2008
Posts: 19,497

Nov 18, 2012 -- 8:33AM, jdnyc wrote:

Nov 18, 2012 -- 8:29AM, mellored wrote:

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?


From a story perspective.

I mean, "i can channel my inner energies to punch you so hard it stuns, and can do it 3 times in a row, but then i need to sleep before i can do it anymore"
or
"i can channel my inner energies to punch you so hard it stuns, but need to rest a few minutes to do it again.".
Few things make sense as X times per day.  It's a very gamey mechanic.  Encounters make alot more sense.

Though i could see a mix.  "you can use this once per ten minutes, but no more then 3 times per day"...  And i'm sure a few things would make sense 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 - 2:21PM #50
Lesp
Date Joined: May 5, 2009
Posts: 2,311
Characters in fiction who have "moves" almost universally treat them as though they were encounter or daily powers, even if there's no particular reason for that to be the case. It's like a narrative thing. I don't expect that to mean a whole to to most people (it doesn't mean a whole lot to me), but it's something to think about. (They also tend to build up to using their most impressive abilities, something that does not happen in 4e. The fact that in tabletop games frontloading impact is more effective means that characters tend to use their splashiest moves first.)
Dwarves invented beer so they could toast to their axes. Dwarves invented axes to kill people and take their beer.

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