Forgotten Powers???

Post/Author/DateTimePost
#1

longbottom_leafman

Oct 13, 2008 23:33:15
I love 4e, but one thing that's bugged me since it came out is that starting at 13th level, characters begin replacing old abilities with new abilities. From a mechanical standpoint this makes sense; for instance, you don't want players acquiring too many encounter powers, because then they won't use their at-wills very often.
But at the same time, why does a wizard suddenly "forget" how to cast Fireball, especially since it's in his/her spellbook? The same goes for pretty much any other class with pretty much any other power.
Here's the solution I came up with;

USING OLD ATTACK POWERS
If a character replaces an old encounter or daily attack power with a new one, he or she can still use the old power, but with an added cost. To use an old encounter attack power, the character must expend the use of a higher level encounter attack power as well as a healing surge (without restoring any HP). To use an old daily attack power, the character must expend the use of a higher level daily attack power as well as an action point (without gaining an extra action or any other benefit).

This even adds fun roleplaying applications. For instance, a fighter who tires a bit from spending a healing surge to use Rain of Blows might note that he's "getting to old for this sh*t." Or, when an archmage decides he wants to use Fireball, he may flip through his spellbook until he finds the proper page and remark "Ah! Here it is! I might be a little rusty, but let's have a go at this..."
And so on.
So what do you guys think? Does it work? Will you use it for your own games?
#2

klaustheprince

Oct 14, 2008 5:35:36
Just note that many high-level encounter powers look very like toned-up versions of teir low-level counterparts.
#3

rikiji

Oct 14, 2008 6:06:06
Also note that low-tier powers are considerably weaker than mid- and high-tier powers - so you're spending an extra healing surge / action point to do less.
#4

longbottom_leafman

Oct 14, 2008 13:50:34
Both good points you guys made. However, no#1 I'm doing this more for roleplaying purposes than anything else, and no#2 while a lot of higher level powers are simply beefed up versions of lower level powers, not all are.
Originally I told my players if they didn't want to ditch a good ability (like say, a fighter's Rain of Blows, which makes spear and flail fighters pretty hardcore) I myself would make a higher level version, but eventually it occurred to me that that would be a lot of work.
So I came up with this system, and yes, it does require players to expend more resources to use a less effective attack. But at least the players know their old abilities aren't "forgotten"; they've just learned so much since then, they've gotten a bit rusty.
#5

tequila_sunrise

Oct 14, 2008 14:03:35
I love 4e, but one thing that's bugged me since it came out is that starting at 13th level, characters begin replacing old abilities with new abilities. From a mechanical standpoint this makes sense; for instance, you don't want players acquiring too many encounter powers, because then they won't use their at-wills very often.
But at the same time, why does a wizard suddenly "forget" how to cast Fireball, especially since it's in his/her spellbook? The same goes for pretty much any other class with pretty much any other power.

I know, it's absurd especially in the case of wizards who supposedly learn from books. This is my house rule, which all my PCs have the option to use regardless of class:

--You loose the ability to retrain powers.
--You gain a spell book, prayer book or exercise manual that you record all your powers in. You can switch powers around your "power slots" during an extended rest.
--You retain all old powers, on the off chance that they become useful in a particular circumstance. Doesn't happen very often, but old utilities in particular sometimes come in handy.
--I drop class- and level-appropriate spell books, prayer books or exercise manuals for your benefit in addition to all the normal loot I drop during adventures.
--You can research a class- and level-appropriate power for the cost of the sale price of a magical item of its level.

TS
#6

longbottom_leafman

Oct 14, 2008 14:53:24
I definitely like your ideas, and I might consider them for my own campaign. I'll run both systems by my players when the time comes (they're only 6th lvl atm) and see which one they like better. Mine is simpler and keeps things moving faster, but yours makes just as much sense. It's a matter of personal taste, and even though I'm the DM my tastes aren't the only ones that matter. Even so, I'm not about to allow players to research spellbooks or excercise manuals to learn new powers; as cool an idea as that is, it removes a level of customization from the game... however, I would consider it as an alternative to 3e gestalting if I wanted to run a really high-powered game.
That said;
--You retain all old powers, on the off chance that they become useful in a particular circumstance. Doesn't happen very often, but old utilities in particular sometimes come in handy. TS

Very true, but check out the table on page 29 of the PHB; one never needs to swap a utility at any level. Every utility you get, you keep all the way to 30.
#7

tequila_sunrise

Oct 14, 2008 15:22:10
Oh duh! My bad about the utilities.

Anyway, glad to hear that you'll give my system a try. I think in practice you'll find that not many players will actually research their own powers due to the high price.

TS