Quote:
Originally Posted by Scribble I'm not sure I understand why the example is a "poor" example. What's the difference? |
Quote:
Originally Posted by Pbartender Why can't it be both?
That is to say, the player is making the choice as to when the environment can be properly exploited to give the character the opportunity to use the power. |
For me and many others, it can be both, and the difference is not important.
However, I'm assuming this post was inspired by
this thread, where the OP does feel that it's an important difference. He wants as little distinction between "player choice" and "character choice" as possible. A player-driven "narrative card" is not satisfying to him.
So I see this thread as a game where you accept that constraint and try to satisfy it. (Not argue over whether that constraint makes sense to you.)
I'll try to offer one:
The martial character's training allows him to release a targeted burst of adrenaline which can enable a brief feat of strength (for fighters) or speed (for rangers and rogues). He can control the timing of this technique, but it's too hard on his body to do over and over again.
(edit) Whoops, I see my offering is not that different from #4 in the OP. Oh well... I'll try another:
The martial character some special customization on his weapon that allows him to pull off a special technique. However, the technique undoes the customization so he can't do the technique again until he can "reset" it. (This would work better for encounter exploits, not so much for dailies... also I'm failing to come up with a good concrete example, so maybe it's not such a good one.

)