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	<title>Comments on: The 4th Power Project: Classes, Part 2 (At-Will Powers)</title>
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	<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: OriginalSultan</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67013</link>
		<dc:creator>OriginalSultan</dc:creator>
		<pubDate>Thu, 08 Oct 2009 12:03:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67013</guid>
		<description>You could try and implement more powers to differentiate strong heroes from tough heroes.  Right now they both seem focused on melee-oriented powers.  And these might not be at will powers, but you could have a &#039;shield other&#039; or &#039;guard&#039; power for the tough hero, and you could have a &#039;throw anything&#039; power for the strong hero (letting him pick up a random object and throw it at a bad guy - happens all the time in action movies).

I also think there should be some attack powers for the heroes apart from just basic attacks.  Perhaps a second type of at-will?</description>
		<content:encoded><![CDATA[<p>You could try and implement more powers to differentiate strong heroes from tough heroes.  Right now they both seem focused on melee-oriented powers.  And these might not be at will powers, but you could have a &#8216;shield other&#8217; or &#8216;guard&#8217; power for the tough hero, and you could have a &#8216;throw anything&#8217; power for the strong hero (letting him pick up a random object and throw it at a bad guy &#8211; happens all the time in action movies).</p>
<p>I also think there should be some attack powers for the heroes apart from just basic attacks.  Perhaps a second type of at-will?</p>
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		<title>By: TheMainEvent</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67012</link>
		<dc:creator>TheMainEvent</dc:creator>
		<pubDate>Wed, 07 Oct 2009 13:28:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67012</guid>
		<description>It seems to me that judging class balance is a bit premature, as TheGame said this is just a sampling of powers.  I also think the most difficult thing to internalize while examining these design notes is the (attempted) paradigm shift in the game: its not just all about combat.  So, yes Strong, Fast, and Tough heroes probably will be better combatants than their mental counterparts, but unlike 4E that won&#039;t limit them or make them feel less useful.</description>
		<content:encoded><![CDATA[<p>It seems to me that judging class balance is a bit premature, as TheGame said this is just a sampling of powers.  I also think the most difficult thing to internalize while examining these design notes is the (attempted) paradigm shift in the game: its not just all about combat.  So, yes Strong, Fast, and Tough heroes probably will be better combatants than their mental counterparts, but unlike 4E that won&#8217;t limit them or make them feel less useful.</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67011</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Tue, 06 Oct 2009 01:07:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67011</guid>
		<description>This is just a sampling of at-wills, not nearly all of them. There will be an equal number for each class to choose from. Some combos will probably have more than others, but each stat will have the same number (currently 18, but I would expect there to be more by the end.)

So far, Per Scene/Per Session are all specific to class but I might go further and completely adopt &quot;skill powers&quot; like PHB3 that just need to be trained in a skill to get.</description>
		<content:encoded><![CDATA[<p>This is just a sampling of at-wills, not nearly all of them. There will be an equal number for each class to choose from. Some combos will probably have more than others, but each stat will have the same number (currently 18, but I would expect there to be more by the end.)</p>
<p>So far, Per Scene/Per Session are all specific to class but I might go further and completely adopt &#8220;skill powers&#8221; like PHB3 that just need to be trained in a skill to get.</p>
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		<title>By: Sian</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67010</link>
		<dc:creator>Sian</dc:creator>
		<pubDate>Tue, 06 Oct 2009 00:52:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67010</guid>
		<description>It&#039;s fine to change up 4e this much, afterall D20modern was a pretty big departure from 3e.

I envision again very generic base classes, with some really juicy multiclass feat options. You&#039;re generally less single-attribute limited (D20M, dex was an uberstat!) which really opens up the build possibilities.

I can certainly see a few balance passes on the at-wills as presented here, giving them value that someone will actually use one in place of a basic attack. I like the idea of your selection of at-wills being based on fighting style as opposed to class, I&#039;d like to see it expanded to encounter, utility and daily powers that can be chosen by all classes, with a few class-specific ones. Classes will come with their own special powers (perhaps a choice based on build: Is your fast hero agile or precise?) to differentiate them. I like this idea.</description>
		<content:encoded><![CDATA[<p>It&#8217;s fine to change up 4e this much, afterall D20modern was a pretty big departure from 3e.</p>
<p>I envision again very generic base classes, with some really juicy multiclass feat options. You&#8217;re generally less single-attribute limited (D20M, dex was an uberstat!) which really opens up the build possibilities.</p>
<p>I can certainly see a few balance passes on the at-wills as presented here, giving them value that someone will actually use one in place of a basic attack. I like the idea of your selection of at-wills being based on fighting style as opposed to class, I&#8217;d like to see it expanded to encounter, utility and daily powers that can be chosen by all classes, with a few class-specific ones. Classes will come with their own special powers (perhaps a choice based on build: Is your fast hero agile or precise?) to differentiate them. I like this idea.</p>
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		<title>By: OriginalSultan</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67009</link>
		<dc:creator>OriginalSultan</dc:creator>
		<pubDate>Tue, 06 Oct 2009 00:37:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67009</guid>
		<description>Shove, Grapple and Trip are all Str vs Ref.  Should one of them maybe be Str vs Fort?

Aim seems way too good for the Fast hero.  Sacrificing a move action is worth it for a class that uses ranged weapons and is good at moving in the first instance.  It will be spammed, heavily.  Another example of where Fast/Dex proves to be too broad for its own good.

Also, I agree that the kickers don&#039;t seem balanced, as some classes have more than others AND some classes have a better variety than others (e.g. Fast heroes have great variety...Strong heroes not so much).

Plus, who in their right mind would take a power if they don&#039;t qualify for at least 1 of the kickers?</description>
		<content:encoded><![CDATA[<p>Shove, Grapple and Trip are all Str vs Ref.  Should one of them maybe be Str vs Fort?</p>
<p>Aim seems way too good for the Fast hero.  Sacrificing a move action is worth it for a class that uses ranged weapons and is good at moving in the first instance.  It will be spammed, heavily.  Another example of where Fast/Dex proves to be too broad for its own good.</p>
<p>Also, I agree that the kickers don&#8217;t seem balanced, as some classes have more than others AND some classes have a better variety than others (e.g. Fast heroes have great variety&#8230;Strong heroes not so much).</p>
<p>Plus, who in their right mind would take a power if they don&#8217;t qualify for at least 1 of the kickers?</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67008</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Mon, 05 Oct 2009 21:58:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67008</guid>
		<description>Sian: Correct, though Per Scene/Per Session are even more utility. It is a big change, though I could be talked out of some of it.

Andrew: Feint right now is in 4e, just as a skill thing and not a power, so I&#039;m not quite as worried about that one. Aim might be used often with ranged attacks, but that may be OK. I&#039;m still hoping that people will be moving around, just incentivized in different ways. I&#039;ll have to be careful about that. And I agree Duck should be Per Scene, though I do have a &quot;Block with stuff&quot; power that I&#039;m considering getting back to At-Will.

Also, that&#039;s not all the powers, just the ones I&#039;ve hammered out enough. There will be an equal amount of kickers for each class.

Bartoneus: Thought about that issue today, and I&#039;m definitely going to encourage no matter what that the pg. 42 chart be heavily used. I&#039;m thinking though that in the case of Shoving and similar where there&#039;s a power and just a generic move, there&#039;s a &quot;non trained&quot; penalty where you don&#039;t get the half level bonus unless the GM rules that it&#039;s appropriately cinematic. On first blush I like the idea a lot but I&#039;ll have to think about it more.

CharlesWK: I purposely wanted to shift the focus away from direct attack/combat powers (and some classes aren&#039;t combat classes particularly) but maybe I swung the balance too far and need to toss in some more direct powers. I don&#039;t mind making the basic attacks more relevant, but maybe they don&#039;t need to be the only solution.</description>
		<content:encoded><![CDATA[<p>Sian: Correct, though Per Scene/Per Session are even more utility. It is a big change, though I could be talked out of some of it.</p>
<p>Andrew: Feint right now is in 4e, just as a skill thing and not a power, so I&#8217;m not quite as worried about that one. Aim might be used often with ranged attacks, but that may be OK. I&#8217;m still hoping that people will be moving around, just incentivized in different ways. I&#8217;ll have to be careful about that. And I agree Duck should be Per Scene, though I do have a &#8220;Block with stuff&#8221; power that I&#8217;m considering getting back to At-Will.</p>
<p>Also, that&#8217;s not all the powers, just the ones I&#8217;ve hammered out enough. There will be an equal amount of kickers for each class.</p>
<p>Bartoneus: Thought about that issue today, and I&#8217;m definitely going to encourage no matter what that the pg. 42 chart be heavily used. I&#8217;m thinking though that in the case of Shoving and similar where there&#8217;s a power and just a generic move, there&#8217;s a &#8220;non trained&#8221; penalty where you don&#8217;t get the half level bonus unless the GM rules that it&#8217;s appropriately cinematic. On first blush I like the idea a lot but I&#8217;ll have to think about it more.</p>
<p>CharlesWK: I purposely wanted to shift the focus away from direct attack/combat powers (and some classes aren&#8217;t combat classes particularly) but maybe I swung the balance too far and need to toss in some more direct powers. I don&#8217;t mind making the basic attacks more relevant, but maybe they don&#8217;t need to be the only solution.</p>
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		<title>By: CharlesWK</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67007</link>
		<dc:creator>CharlesWK</dc:creator>
		<pubDate>Mon, 05 Oct 2009 21:13:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67007</guid>
		<description>The Game: I rather like the direction that you&#039;ve gone here. Having the &quot;Kicker&quot; feature helps outline the strengths of the different classes, but seems like it will allow for a good variety of build options.

Sian and Saragon did touch upon a concern that I share, which is that without any Weapon At-Wills there is going to be plenty of movement, forced movement, grabs, conditions and buffs, but when someone wants to shoot a gun or throw a punch they&#039;re going to default to a Basic Attack, which i think takes a lot of the flavor out of 4e combat. I would really like to see some At-Wills like Twin Strike or Scorching Burst turn into things like Double Tap or Autofire which could be available to everyone who wants to use a Firearm, but would have kickers for to help make Soldier, Gangster or other combat orient archetypes, without forcing them to use weaker Basic Attacks constantly.</description>
		<content:encoded><![CDATA[<p>The Game: I rather like the direction that you&#8217;ve gone here. Having the &#8220;Kicker&#8221; feature helps outline the strengths of the different classes, but seems like it will allow for a good variety of build options.</p>
<p>Sian and Saragon did touch upon a concern that I share, which is that without any Weapon At-Wills there is going to be plenty of movement, forced movement, grabs, conditions and buffs, but when someone wants to shoot a gun or throw a punch they&#8217;re going to default to a Basic Attack, which i think takes a lot of the flavor out of 4e combat. I would really like to see some At-Wills like Twin Strike or Scorching Burst turn into things like Double Tap or Autofire which could be available to everyone who wants to use a Firearm, but would have kickers for to help make Soldier, Gangster or other combat orient archetypes, without forcing them to use weaker Basic Attacks constantly.</p>
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		<title>By: Andrew</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67006</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Mon, 05 Oct 2009 18:17:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67006</guid>
		<description>&lt;strong&gt;@Bartoneus:&lt;/strong&gt; I said I don’t have whole picture: I don’t know how valuable will be actual movement in abstract combat. Also I said that 4e encourage movement on battlefield, so all what move action powers do is some form of movement — if The 4th Power different in that aspect, it must be clarified then we get to that.</description>
		<content:encoded><![CDATA[<p><strong>@Bartoneus:</strong> I said I don’t have whole picture: I don’t know how valuable will be actual movement in abstract combat. Also I said that 4e encourage movement on battlefield, so all what move action powers do is some form of movement — if The 4th Power different in that aspect, it must be clarified then we get to that.</p>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67005</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Mon, 05 Oct 2009 13:55:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67005</guid>
		<description>@Andrew:  I don&#039;t see feint and aim being &quot;spammed&quot; because they are move actions, meaning you have to stand still to do them.  Sure if you stand still it&#039;s reasonable that you can aim and therefore shoot better, the same with feint, but having to be stationary to use them is the balance there.  Where I think it becomes fun is if you were to play a Fast Hero you can move as a minor action sometimes and then run, aim, and shoot all at once (just like a Fast Hero should be able to).  There will most likely be more powerful versions of these powers as well in the per scene / session powers, but that doesn&#039;t preclude a minor bonus for standing still and aiming being an option for all modern characters.

Breather makes sense in a modern context as well, if you&#039;re resting then spending a healing surge or someone administering first aid to you is more effective.  Again I like how this illustrates the adversity such as moving and shooting is less effective, doing anything and trying to heal is less effective as well.

My big concern comes from how many at-will powers a hero might get, and that you could feasibly have a hero who cannot grab a target at all or cannot shove someone, but Dave knows about these concerns already so I imagine we&#039;ll see something addressing them.</description>
		<content:encoded><![CDATA[<p>@Andrew:  I don&#8217;t see feint and aim being &#8220;spammed&#8221; because they are move actions, meaning you have to stand still to do them.  Sure if you stand still it&#8217;s reasonable that you can aim and therefore shoot better, the same with feint, but having to be stationary to use them is the balance there.  Where I think it becomes fun is if you were to play a Fast Hero you can move as a minor action sometimes and then run, aim, and shoot all at once (just like a Fast Hero should be able to).  There will most likely be more powerful versions of these powers as well in the per scene / session powers, but that doesn&#8217;t preclude a minor bonus for standing still and aiming being an option for all modern characters.</p>
<p>Breather makes sense in a modern context as well, if you&#8217;re resting then spending a healing surge or someone administering first aid to you is more effective.  Again I like how this illustrates the adversity such as moving and shooting is less effective, doing anything and trying to heal is less effective as well.</p>
<p>My big concern comes from how many at-will powers a hero might get, and that you could feasibly have a hero who cannot grab a target at all or cannot shove someone, but Dave knows about these concerns already so I imagine we&#8217;ll see something addressing them.</p>
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		<title>By: Saragon</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67004</link>
		<dc:creator>Saragon</dc:creator>
		<pubDate>Mon, 05 Oct 2009 13:06:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67004</guid>
		<description>Interesting stuff. I do like the idea of someone giving up a weapon-damage power in return for a usable technique; but at the same time that&#039;s the biggest problem I have with this idea. It feels like these would make 4E regress to the one-trick-pony combats of 3.x D&amp;D.

In my own game, I might create a second 1st-level encounter power slot that can only be filled by one of these. That way you&#039;d end up with a unique or &quot;signature&quot; move, that adheres to the &quot;more combat options&quot; philosophy of 4th Edition D&amp;D.
.-= Saragon&#180;s last blog ..&lt;a href=&quot;http://tabletopsblog.com/?p=71&quot; rel=&quot;nofollow&quot;&gt;Goblin Throwdown, Part Two&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Interesting stuff. I do like the idea of someone giving up a weapon-damage power in return for a usable technique; but at the same time that&#8217;s the biggest problem I have with this idea. It feels like these would make 4E regress to the one-trick-pony combats of 3.x D&amp;D.</p>
<p>In my own game, I might create a second 1st-level encounter power slot that can only be filled by one of these. That way you&#8217;d end up with a unique or &#8220;signature&#8221; move, that adheres to the &#8220;more combat options&#8221; philosophy of 4th Edition D&amp;D.<br />
.-= Saragon&#180;s last blog ..<a href="http://tabletopsblog.com/?p=71" rel="nofollow">Goblin Throwdown, Part Two</a> =-.</p>
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		<title>By: Andrew</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67003</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Mon, 05 Oct 2009 07:23:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67003</guid>
		<description>&lt;strong&gt;Feint&lt;/strong&gt; and &lt;strong&gt;Aim&lt;/strong&gt; gonna be spammed a lot, ‘cause they are move actions. 4e encourage movement on battlefield, not standing and hitting, but what about your abstract combat? Maybe make them more powerful, but Per Scene? Or standard actions but “until the end of &lt;em&gt;next&lt;/em&gt; turn”? Or just build them in other powers, i.e. Accurate Attack: Dex + 1 vs. AC, or something.

Well, I don’t see whole picture here, but is it valuable option to trade move for +1, or it’s just be full-round action (Faint/Aim + Attack) constantly?

What type of action is &lt;strong&gt;Taunt&lt;/strong&gt;?

I don’t get &lt;strong&gt;Breather&lt;/strong&gt; — it’s goal to team tactic: I heal you, you help me healing yourself?

Change &lt;strong&gt;Duck&lt;/strong&gt; to Per Scene and make it little bit more powerful: add “and you have cover &lt;em&gt;in reach (close range?)&lt;/em&gt;”. It’s feel more like one time opportunity cinematic stunt, and don’t belong to at-will powers, IMHO.

And I don’t see balance in “kickers” — some classes get more, some less.</description>
		<content:encoded><![CDATA[<p><strong>Feint</strong> and <strong>Aim</strong> gonna be spammed a lot, ‘cause they are move actions. 4e encourage movement on battlefield, not standing and hitting, but what about your abstract combat? Maybe make them more powerful, but Per Scene? Or standard actions but “until the end of <em>next</em> turn”? Or just build them in other powers, i.e. Accurate Attack: Dex + 1 vs. AC, or something.</p>
<p>Well, I don’t see whole picture here, but is it valuable option to trade move for +1, or it’s just be full-round action (Faint/Aim + Attack) constantly?</p>
<p>What type of action is <strong>Taunt</strong>?</p>
<p>I don’t get <strong>Breather</strong> — it’s goal to team tactic: I heal you, you help me healing yourself?</p>
<p>Change <strong>Duck</strong> to Per Scene and make it little bit more powerful: add “and you have cover <em>in reach (close range?)</em>”. It’s feel more like one time opportunity cinematic stunt, and don’t belong to at-will powers, IMHO.</p>
<p>And I don’t see balance in “kickers” — some classes get more, some less.</p>
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		<title>By: Sian</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67002</link>
		<dc:creator>Sian</dc:creator>
		<pubDate>Mon, 05 Oct 2009 07:07:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67002</guid>
		<description>Interesting direction to take, so you&#039;re figuring on characters using their basic attacks most of the time, and at-wills for utility effects? Will they still be limited to just two or three of these? Seems like quite the big change.</description>
		<content:encoded><![CDATA[<p>Interesting direction to take, so you&#8217;re figuring on characters using their basic attacks most of the time, and at-wills for utility effects? Will they still be limited to just two or three of these? Seems like quite the big change.</p>
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		<title>By: Todd</title>
		<link>http://critical-hits.com/2009/10/04/the-4th-power-project-classes-part-2-at-will-powers/#comment-67001</link>
		<dc:creator>Todd</dc:creator>
		<pubDate>Mon, 05 Oct 2009 01:25:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=4933#comment-67001</guid>
		<description>Really interesting to make them all more utility-power-ish instead of direct damage dealers. Can&#039;t wait to see some of the &quot;encounters&quot; and &quot;dailies&quot; to see how things mix.
.-= Todd&#180;s last blog ..&lt;a href=&quot;http://twitter.com/toddster/statuses/4617033693&quot; rel=&quot;nofollow&quot;&gt;toddster: I am working some rough chuckles these days (http://bit.ly/S0BU1) -  http://brizzly.com/pic/783&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Really interesting to make them all more utility-power-ish instead of direct damage dealers. Can&#8217;t wait to see some of the &#8220;encounters&#8221; and &#8220;dailies&#8221; to see how things mix.<br />
.-= Todd&#180;s last blog ..<a href="http://twitter.com/toddster/statuses/4617033693" rel="nofollow">toddster: I am working some rough chuckles these days (</a><a href="http://bit.ly/S0BU1" rel="nofollow">http://bit.ly/S0BU1</a>) &#8211;  <a href="http://brizzly.com/pic/783" rel="nofollow">http://brizzly.com/pic/783</a> =-.</p>
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