More known encounter powers with limited use.

Post/Author/DateTimePost
#1

skyy

Jan 04, 2009 22:09:09
This has probably been discussed but, what do you guys think about allowing characters to learn alot more encounter powers as they level but keeping usage the same.

Say a lv 10 character knows more than 3 encounter powers but only can use 3 per encounter. This opens up a players options in combat and allows them to be more versatile without making them overpowered.

Anyway, this just popped into my head so if I'm missing something obvious let me know but otherwise, tell me what you guys think.
#2

rikiji

Jan 05, 2009 9:58:04
It's probably not hugely overbalancing - provided you limit usage to one per level slot. It does complicate combat and, depending on your group, could slow combat down to a crawl - too many options is a bad thing sometimes. Keep in mind its a change to a core rules structure so there may be lots of hidden side-effects that would have to be adjucated on a case by case basis as they come up. It also removes one of the key elements used to make characters distinct, which could hamper immersion and result in cookie-cutter characters. The actual benefit is somewhat negligible - most encounter powers are broad enough to be generally useful. Overall I don't see the benefit outweighing the cost and added complication.
#3

inlicere

Jan 05, 2009 11:11:01
I've done this in a limited way in my game, and haven't had any problems with it. When someone wants to play a "generalist" type of character, this is one way they can do that.
#4

Stuntman

Jan 06, 2009 15:25:55
I also get the feeling that at higher levels, players start to get overwhelmed with more options, particularly if your level 1 and level 3 powers become rather uninteresting. At epic tier, your at-will start to be comparable to low level encounter powers in terms of damage that having low level options does not add that much value, although you may still get status effects. Even if players keep their low level encounters and have limited use of encounters (4), how often are the low level powers going to be used anyway? If you really want to keep that low level encounter power because you do continue to use it, just swap out a different power.
#5

erk_

Jan 06, 2009 16:35:56
I'm doing this for my game. Players get two encounter powers every time they would get 1, and can use 1 encounter power of a given level per encounter.

It has been fun, for the most part, and makes combat a lot less routine. However, it does require that my players stay organised. The players with good, well written character sheets (one using a typed-up "spellbook" with highlighted colour-coded powers, and the other using power cards) are almost ridiculously faster than the guy who scrawls his abilities wherever he has space. Last session I forced him to rewrite his sheet with his abilities well-detailed and separated nicely, and things picked up a lot.

So, it works out well, but organisation of character info becomes more important than in regular games.

[edit] On a side note, I have also been letting my players use their second encounter ability for a "used" level slot when certain dramatic conditions are met (depends on the encounter, but usually when they are bloodied, an ally falls to 0hp, etc). This hasn't greatly affected combat balance, and has actually helped a lot to mitigate the usual "encounter nova at beginning followed by at-will spamming" routine.
#6

Einlanzer

Jan 06, 2009 21:38:26
I'm doing this for my game. Players get two encounter powers every time they would get 1, and can use 1 encounter power of a given level per encounter.

It has been fun, for the most part, and makes combat a lot less routine. However, it does require that my players stay organised. The players with good, well written character sheets (one using a typed-up "spellbook" with highlighted colour-coded powers, and the other using power cards) are almost ridiculously faster than the guy who scrawls his abilities wherever he has space. Last session I forced him to rewrite his sheet with his abilities well-detailed and separated nicely, and things picked up a lot.

So, it works out well, but organisation of character info becomes more important than in regular games.

[edit] On a side note, I have also been letting my players use their second encounter ability for a "used" level slot when certain dramatic conditions are met (depends on the encounter, but usually when they are bloodied, an ally falls to 0hp, etc). This hasn't greatly affected combat balance, and has actually helped a lot to mitigate the usual "encounter nova at beginning followed by at-will spamming" routine.

This is a good idea, particularly if you have cards or quick reference tools. I wonder if it would be imbalancing to allow it for dailies and/or utility powers also? It would remove one of the advantages wizards have, but i'm sure it would be easy to find something to give them to pick up the slack.