Powers are Everywhere.

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People get frustrated with 4e for a lot of reasons. Sometimes it’s combat. Often, peopl get frustrated with one of the aspects I like most about 4e: powers. The way powers are presented it is very easy to feel that powers are a big black box and if the power is not expressed within something “official” it probably might not need to be used.

This “hands-off” approach to powers is understandable, but limiting: Some people get so into that mindset that they will say things like there are things the characters can’t do because there is no power for it. With this mindset, D&D becomes quickly limited in scope. Fortunately this is extreme (but I swear to you people have said this to me) and people lie on a spectrum. What I want to do is get you to join me on the coolest side of the spectrum: Powers aren’t limiting; powers are everywhere.

If you think of a power as a frame of action, how the system can be used to do what you want leaps right at you. You want to kick down that wall? Your fighter is using the ‘kick down the door’ power implicitly. Other rules regulate this action, so you don’t need to make a new power to express this, but just thinking of it in this way forms a pattern of thinking that makes it easy to create powers on the fly when you do need it. When you put a real world action into the frame of a power, you “freeze” and turn it into a token that can be used in the system to link your game’s fiction and the mechanics.

When exactly do you create a power on the fly? Two situations come to mind:

Roleplaying award. I use this most frequently. If someone has a moment of exciting roleplay, maybe I give him a boon or maybe I provide the player with something that gives a small bonus or situation on the spot to “freeze” that moment and manifest it in the game. Something your player does often can become a bit of a schtick. Say a player’s character pulls pranks often. After she pulls a particularly effective and funny prank, you give the player the power “Always the Jester”. Let’s say it is a daily power that you can use to gain a +1 bonus to an attack. Weak for a daily power, but let’s say that it recharges when you pull a successful prank. Now you have a power that rewards the player for roleplaying and working within her character’s personality.

Treasure Replacement. Here’s my secret: a few months ago, I stopped giving out magic items in my home games. I use inherent bonuses, and then I give out effects based on what the story dictates. Players might find a magical weapon, sure, but when they do it is more likely to use artifact rules or my tragic imprint rules than a standard magic item. Otherwise, I’m giving the players special powers that relate to what is happening in the story. Sometimes I give the players “narrative loot” –I’ll ask them to describe what they found within some parameters — and then let that narrative loot come into the story later. That crystal ball they found earlier can come into play when least expected or most needed. We can decide what it does then and give it a power on the fly.

Most people might not feel comfortable with this, and much of what I suggest requires trust between the players and the DM — I don’t recommend this at your local encounters — but in the end it’s worth the squeeze. Viewing powers as omnipresent frames for action waiting to be plucked out of the air whenever needed is much more interesting and useful for RPing than viewing powers as a limitation.

Ever try something like this? How did it work for you? Talk to me.

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About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter