Mechanics change to Attack powers in homebrew setting. Thoughts?

Post/Author/DateTimePost
#1

inconsistentdm

May 15, 2010 15:46:09
So to start, in my game I was going to have the PCs start off the Familiar bonus feat.

I was going to have them lose starting access to their Daily Attack Powers, In this setting their class Daily Attack Powers will take the place of powers normally accessible through magic Items. Adding some grandeur and drama to magical equipment.

I was hoping to give them more uses of their class encounter attack powers as a balancing feature but I can not settle on a good amount.

Should it be say your 1st level encounter power 2/encounter, or 3/ encounter? or would a "you can use any combo of your class encounter attack powers X/encounter" where X number of times increases with each new power learned? would that be a better solution?

This is just a brain storm right now. My hope is to add some umph and awe to magic items and mixing up combat a little more.
#2

Bandikoot

May 15, 2010 23:00:55
Ok, so you want to eliminate daily powers from the classes so that at levels 5, 9, 15, 19, 25, and 29 they basically get nothing for leveling up? And then you are going to take those powers that they no longer have and put them on magic items? I won't say that it can't be done, but it is a pretty big change for the system.

How do you plan to determine what powers belong to what magic item group (head, neck, etc), or all of these simply going on weapons?

What are you doing about magic item daily powers that aren't really attacks and are not duplicated by daily attack powers?

How do you plan to rescale the magic item usage chart so that they are using the "proper" number of daily powers between rests?

If they are still getting the appropriate number of daily attack powers, though from magic items instead of their class, why do you need to increase the number of encounter powers they get?
#3

mplindustries

May 16, 2010 2:03:08
While I adamantly hate the flavor of "your stuff is awesome, not you," that you seem to be promoting, I think the easiest, and best way to handle it would be to just change their 1st, 5th, and 9th level Daily power slots into additional Encounter slots that they can fill with 1st, 3rd, and 7th level powers (respectively), and let them retrain at 15th, 19th, etc., for appropriately leveled encounter powers, just like the Daily slot.

The problem with letting them reuse the same Encounter power over and over is that some of them are really ridiculously good.  Stuff like Storm of Blows (that's the 13th level Barbarian Multi-attack, right?) is overpowered once per encounter, nevermind 2+ times.
#4

pluisjen

May 17, 2010 15:00:13
If you want to place emphasis on weapons without changing the whole system, you could add a new category of daily item power, which are basically class powers except it's not you determining which one you have, but your weapon.

So if you have a Sword of Lasting Threat as a Fighter, you could use Lasting Threat as a Bigger Daily Item power. But if you lose the sword, you lose the daily power.

Different weapons could have different powers, so your high level character will probably run around with a few backup weapons; you'd need to give your players a lot of magic items (to keep up, they'd need 4 different weapons at roughly the right attack bonus) and you need to track Bigger Daily Item uses and normal ones seperately because any Class Daily power will blow a normal Item Daily power out of the water.

And keep an eye on multiclassing; you should be careful about allowing the Fighter to use the Axe of Silver Phoenix Rage for easy access to Barbarian powers. 
#5

inconsistentdm

May 17, 2010 20:18:58
If you want to place emphasis on weapons without changing the whole system, you could add a new category of daily item power, which are basically class powers except it's not you determining which one you have, but your weapon.

So if you have a Sword of Lasting Threat as a Fighter, you could use Lasting Threat as a Bigger Daily Item power. But if you lose the sword, you lose the daily power.

Different weapons could have different powers, so your high level character will probably run around with a few backup weapons; you'd need to give your players a lot of magic items (to keep up, they'd need 4 different weapons at roughly the right attack bonus) and you need to track Bigger Daily Item uses and normal ones seperately because any Class Daily power will blow a normal Item Daily power out of the water.

And keep an eye on multiclassing; you should be careful about allowing the Fighter to use the Axe of Silver Phoenix Rage for easy access to Barbarian powers. 



Ok, this sounds like what I had buzzing around in my head. If I wanted to have say one weapon/implement that kept up with the PCs, would I just follow what you wrote but keep it to a singluar item? Sorta like old Weapons of Legacy?
#6

pluisjen

May 18, 2010 2:43:12
If you want them to have a single weapon that holds all their Daily powers, and that grows with them, perhaps it would be even easier to give them a normal magic item that grows in level as they do and tell them they can't use their Daily powers unless they are holding their Legacy Weapon.

Optionally; you could pick their Dailies if you really want the weapon to decide what powers they get. 
#7

inconsistentdm

May 19, 2010 6:41:13
Thanks for the brain storm, i needed to get those thoughts out ty!
#8

pluisjen

May 19, 2010 6:57:45
Glad to be of service, let me know if you need more Wink