One issue that's slowly dawning on me is how utterly impossible it is to grasp a class' capabilities without actually playing it (either that, or
plowing through power lists - a very dry read).
With most powers being only slight variations upon each other, the signal to noise ratio of the powers listing is very low.
I could ask "has someone condensed the PHB/PHB2 classes' powers to give a clear and concise overview what each can do at heroic, paragon and epic?", but for the purposes of this thread, I'm instead asking:
Is this something Classic 4E intends to address? Do we really need five powers at (almost) each level?
To me, 4E's design seems very redundant and wordy - the same thing could (almost) have been accomplished by saying "you get a basic attack doing damage per DMG42, and here are a few riders you can add each encounter: at 3rd level add (some small condition), at 27th level add (this huge bundle of OMGLOLPWN conditions)"...
Seems to me 4E Classic has an opportunity to not only accomplish a few tweaks, but to distil the "design space" down to something much less bloated too...
With most powers being only slight variations upon each other, the signal to noise ratio of the powers listing is very low.
I could ask "has someone condensed the PHB/PHB2 classes' powers to give a clear and concise overview what each can do at heroic, paragon and epic?", but for the purposes of this thread, I'm instead asking:
Is this something Classic 4E intends to address? Do we really need five powers at (almost) each level?
To me, 4E's design seems very redundant and wordy - the same thing could (almost) have been accomplished by saying "you get a basic attack doing damage per DMG42, and here are a few riders you can add each encounter: at 3rd level add (some small condition), at 27th level add (this huge bundle of OMGLOLPWN conditions)"...
Seems to me 4E Classic has an opportunity to not only accomplish a few tweaks, but to distil the "design space" down to something much less bloated too...
