'Buildable power' format?

Post/Author/DateTimePost
#1

Rerednaw

Jul 25, 2010 12:34:30
I wonder if Essentials will re-introduce some concepts that 1st and 2nd edition Basic played around with but now with 4th edition mechanics as an option. 

For example every class now has some combination/variety of:

Melee based attacks.
Ranged based attacks.
Buffs
Debuffs
Status effects
Heals
Other (things that don't really fit in the above categories.)

What if there were guidelines like:

Attack power
Base power damage: 1d8.
Define power source (martial, primal, arcane, divine, etc...)
Define role (if striker +1 die shift = d8 becomes d10, if controller -1 die shift = d8 becomes d6)

Modifiers:
========
Base attack type (no other modifers allowed, shift die type +1)
Add range (shift die type -1)
Add area of effect (shift die type -1)
Increased area of effect (?)
Add status effect (minor, major, severe) + duration. (no shift if controller, -1 shift if semi-controller class or -2 shifts if non-controller class)
Effect based on primary or secondary stat.
Effect is flat value.

Each of these modifiers would have to be balanced out by limits or a reduction in the damage die.

Obviously this would require major tweaking and playtest but it was just a thought. 
#2

salla

Jul 25, 2010 14:12:47
I think, if people wanted that, they'd be playing HERO or Gurps instead of D&D.
#3

Tony_Vargas

Jul 26, 2010 2:55:39

Something like that would be nice for DMs, though.  You might not want to let your players custom-design all their characters' powers, but having a good idea what constitutes a 'balanced' power of a given type for a given role and level would be nice.  I suspect, though, that the classes have been designed more by feel than formula.

#4

mellored

Jul 26, 2010 10:21:12
The knight sorta works like that.

MBA + a stance = at-will
#5

nnjguy

Jul 27, 2010 0:28:23
i personally would love that, i think the reason they dont do that is because then people would build their own new stuff too easily and not as many would buy books.