[QUOTE=Kinthalis]
Hmmm, it looks like a lot of powers/spells only last 1 turn. Shield for example can only be used once per encounter and only against a single attack. Invisibility requires sustain effort as well, and improved invisibility seems to only increase range. No more attacking while remaining invisible! More suprising is the fact that you can’t “memorize” any one power more than once. So you can’t use fireball twice, only once per encounter/day. The rest of time I guess we have to manage with at will powers. Interesting.
[/QUOTE]
It is interesting to think about, and it’s one of the things I’ll want to see how it works in play.
Look at a 5th-level wizard. By 5th-level, you’ll have one utility power, two encounter powers, and two daily powers, in addition to your at-will powers. Let’s say you love the pyromaniac wizard archetype. You could have:
Daily 5: Fireball
Daily 1: Flaming Sphere
Encounter 3: Fire Shroud
Encounter 1: Icy Terrain (you want a little bit of ability to do something besides fire, after all)
Utility 2: Shield (actually an encounter power)
At-will 1: Scorching Burst
At-will 2: Thunderwave
So in every combat, you could start off by icy-terraining the enemies at a distance, damaging them and giving your buddies a chance to get into advantageous positions. Round 2, you can fire shroud them, starting some fun ongoing damage for them (doing 1d8+5+Int to each enemy you hit, in an area the same size as a fireball). Round 3, you could do one of your dailies: you might choose flaming sphere in order to have something fun to do until the end of combat. Round 4-5, you might continue devoting all your energy to the flaming sphere (minor to sustain it, move to get it into a new position, and standard to attack with it). In the middle of an opponent’s turn, you throw up the shield to fend off an attack. Round 6, you might decide to sustain the sphere, but shoot off a thunderwave to knock back those jerks who’ve moved in close to attack you–oh, and look, your flaming sphere is close enough that you can push two of the monsters back to stand next to it using your thunderwave! Round 7, you attack one of the enemies again with the flaming sphere. Round 8 you’re hurt: it’s time to use a second wind (p 291) to regain 1/4 of your HP and +2 to all defenses till the end of your next turn. Round 9, another flaming sphere attack, and all the enemies are down.
With that example, you’ve used up half of your daily powers. You’ve done the same thing for five rounds (attacked with the flaming sphere daily power), and done something completely different for each of the other 4 rounds. And you’ve used up one of your 6 or more healing surges for the day.
If you chose a different daily power–e.g., you started the fight off with the fireball–things would look different. You might use scorching burst several times, for example.
But it looks to me, at least from this totally off-the-cuff example, as if you’ll not miss the multiple fireballs too much; it looks as though you’ll always have something to do.
One thing I just realized is that, while attacks do less damage and enemies have more hit points, it’s now a lot easier to hit multiple enemies with a single action. If multiple combatants are hitting the same multiple group of enemies with attacks each round, it might whittle those HP down very quickly.
I really can’t wait to try out the combat rules!
Daniel