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Posted in
Gaming
The discussion in the thread on neutered wizards has wandered round to the issue of the "I win" button, why it was (effectively) removed in 4E, and whether or not it is a good thing.
On my part, I can see why the "I win" button is such an attractive concept. Having just the right spell to overcome any problem is one of the key tropes of the wizard, a class that many role-players identify with closely, and it also underscores the limitless possibilities of mind and knowledge.
However, in the context of a group game, the "I win" button has a couple of drawbacks:
I wonder whether it would be possible to re-introduce the "I win" button, but in a way that would avoid the two problems mentioned earlier. For example:
Discuss this issue on the forums here.
On my part, I can see why the "I win" button is such an attractive concept. Having just the right spell to overcome any problem is one of the key tropes of the wizard, a class that many role-players identify with closely, and it also underscores the limitless possibilities of mind and knowledge.
However, in the context of a group game, the "I win" button has a couple of drawbacks:
1. Overshadowing Other Characters: While the effects of this can be minimized through player co-ordination (the wizard simply does not select spells which duplicate the capabilities of the other characters), the temptation to have a "backup" or a "safety net" (just in case the other character fails) is always present. And when that happens, it's about the closest that a fellow PC can get to being that DMPC who steps in to save the day when the PCs fail.Previous editions worked round the above problems mainly by limiting the frequency of the "I win" button through a variety of means: random allocation of spells so that the wizard might not have all the spells he wants; spell preparation, which requires the wizard the guess what spells he will need; additional costs in terms of gold, XP, ability scores, age, etc.; or simple unreliability (e.g. random effects, saving throws, spell resistance, immunity, etc.) so that the spell does not always work, and so on. The problems still occured from time to time, but hopefully not often enough that anyone got too annoyed.
2. Circumventing the Game's Challenges: Whether it's a fight that ends suddenly because the BBEG rolled a 1 on his saving throw against a death spell, or a utility spell that cuts short what should have been a multi-stage challenge, the "I win" button can sometimes deliver what seems to be a quick and easy victory to the party. It's great for the players (in fact, some types of players live for moments like these) but some DMs find it annoying, especially if they have put a lot of work into preparing the encounter.
I wonder whether it would be possible to re-introduce the "I win" button, but in a way that would avoid the two problems mentioned earlier. For example:
1. "We Win": The idea here is that a spell might make the wizard good, but it makes another character better. It is not a new idea - even in 3E, there were some suggestions that knock should give a bonus to Open Lock checks, while invisibility should give a bonus to Hide checks. So, even though a wizard could cast these spells to open locks and sneak around if there was no rogue in the party, he would be better off if there was a rogue, and he used them to improve the rogue's ability instead.What do you think? Would you want the "I win" button in your game? If so, which approach would you favor?
2. The Narrative Win: Here, the "I win" button becomes a plot point, not a challenge. The wizard can, with a single spell, kill the BBEG in one round. However, before he can do that, he need to find the BBEG's true name. And he needs to find a rare component to power the spell. And he needs to fight through the BBEG's minions and henchmen before he can get close enough to kill him. And the party doesn't get any XP for killing the BBEG, except maybe XP for completing a quest. The lower the risk, the lower the reward, and in any case, they should have earned enough XP in the process of fulfilling all the conditions for casting the "I win" spell.
Discuss this issue on the forums here.
Posted in
Gaming
Every once in a while, something I read on ENWorld sparks off a really cool neat idea. But first, a quote from Terry Pratchett which was also running through my mind at the time:
Although no god has claimed responsibility for their creation, some argue that their apparently mechanical nature suggests that they are creatures of Moradin. Others believe that their highly regimented and ordered society points to Erathis or even Bane. A more chilling line of speculation is that they were birthed not to counter the Far Realm, but because the growing influence of the Far Realm is slowly driving one or more of the gods insane. Those who believe this fear that the single-minded obsession displayed by the modrons in their battles against creatures of chaos and madness is a form of madness in itself...
"Obviously, he reasoned, if sticking screws up your nose was madness, then numbering them and keeping them in careful compartments was sanity, which was the opposite-I think the re-introduction of modrons could tie in nicely with the implied setting's plotline element of the increasing encroachment of the Far Realm into the material world and the subsequent rise of psionics and the appearance of the wilden (further detailed in PH3).
Ah. No. It wasn't, was it ... ?"
- Terry Pratchett, Thief of Time
In a remote corner of the Astral Sea, a strange, metallic ball appears, apparently out of nowhere. It lies motionless for a while, but suddenly, with a soft "snick", a panel slides open, revealing a single, large eye.Some sages speculate that just as the wilden were the natural world's response to the Far Realm's gradually growing incursion, the modrons were similarly birthed by the Astral Sea.
For a few moments, the eye stares blankly ahead. Then slowly, it looks around, and sees nothing but emptiness around it. It blinks, once, and with a faint whirring sound, the ball extends arms and legs, feet and hands.
Cautiously at first, but with rapidly growing confidence, the creature moves its limbs, flexes its joints. Then, apparently satisfied, the creature stands still. It holds up its empty left hand and a lump of metallic substance appears on it. It holds up its empty right hand and a strange tool materializes there. With precise, regular movements, it begins building another creature like itself.
Although no god has claimed responsibility for their creation, some argue that their apparently mechanical nature suggests that they are creatures of Moradin. Others believe that their highly regimented and ordered society points to Erathis or even Bane. A more chilling line of speculation is that they were birthed not to counter the Far Realm, but because the growing influence of the Far Realm is slowly driving one or more of the gods insane. Those who believe this fear that the single-minded obsession displayed by the modrons in their battles against creatures of chaos and madness is a form of madness in itself...
Posted in
4e
,
Gaming
So after some months of work, I've finally released my first product, a pdf of 18 at-will powers with miss effects called Missing in Action.
Here's what the cover looks like:
[Image]
If you'd like to preview it and maybe buy it (please?
) click here.
Here's what the cover looks like:
[Image]
If you'd like to preview it and maybe buy it (please?
) click here.
Posted in
4e
,
Paladin
,
The Paladin Guide
My thoughts on the paladin 1st-level encounter attack powers.
Dazzling Flare (Divine Power)
Divine Pursuit (Divine Power)
Fearsome Smite (Player's Handbook)
Guardian Light (Divine Power)
Heedless Fury (Divine Power)
Piercing Smite (Player's Handbook)
Radiant Smite (Player's Handbook)
Shielding Smite (Player's Handbook)
Valorous Smite (Divine Power)
Posted in
4e
,
Paladin
,
The Paladin Guide
My thoughts on the paladin 1st-level at-will attack powers.
Ardent Strike (Divine Power)
Bolstering Strike (Player's Handbook)
Challenging Strike (PH Heroes: Series 1)
Enfeebling Strike (Player's Handbook)
Forbidding Strike (PH Heroes: Series 2)
Holy Strike (Player's Handbook)
Valiant Strike (Player's Handbook)
Virtuous Strike (Divine Power)
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