Quote:
Originally Posted by pemerton There is a huge difference between being railroaded by the GM, and playing in accordance with the rules of the game. |
Yeah, there sure is. You can replace a bad DM for free, but replacing bad game design costs everyone money.
So when the rules of the game straightjacket you into something there is a bigger problem than when the DM does it.
If the powers system was more open to choice and the DM limited you to only one at-will, replace the DM.
If the system is hellbent on balance and adding an extra at-will or converting one encounter power to an at-will breaks the cohesion of the mechanics, then there is even more work that needs to be done.
Again this coincides with problems I have had with feats all along as well as the powers in the "requirements" for some of the crap. You must use a hammer for this power/feat.
Well if I want the sword swinger then that power really isn't something I can choose so the rules limit me arbitrarily without offering something at all.
That is where the powers system railroading the choices is worse than a DM.
Maybe it is just the flavor tied to closely to the mechanics of the powers for many of them. Maybe Crushing blow needs a counterpart at that level for other types of weapons, etc; that does not limit options.
But it should exist in the main set, and not require a splat book to correct the problem with the powers.
What about that dart chucker? Where is his power?
Repeated stabs with a dart for total 10[w] damage +STR modifier and shifts the target 1 square. Shift to illustrate moving away from being poked to death!
Call it standard action encounter power weapon martial. Then magic darts can add there little extra damage on top of the 10-20 the darts do.
Too overpowered for a fighter right?
Where is my option/rules for that rather being railroaded into needing a hammer/axe for Crushing Blow?