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<blockquote data-quote="Chris_Nightwing" data-source="post: 6073394" data-attributes="member: 882"><p>Whilst many of the concerns over abilities such as 'Taunt' focus on whether the action makes sense in the game or in the metagame, I think there's also a question of taste on the DMing side. With the Taunt ability as it exists, some DMs will be happy with players using it as a tool to dictate the flow of combat, and the narrative. Others will protest for the very same reasons that players might dislike the ability - inconsistencies between actions in the game and in the metagame.</p><p></p><p>You see, as a DM I'd be very happy for the Rogue to lure in orcs, ogres and a host of other melee-oriented brutes. Players, often being difficult, will use the ability whenever they find it useful, however, and so if I plan a confrontation against an evil Wizard, it would be rather frustrating to watch him get lured straight into melee with the Rogue and Fighter. You could see in 4th edition design, that many-vs-one encounters had to be prepared in a special way, and that many creatures whose focus was ranged atttacks had to have a 'get out of jail free' power to escape melee lockdown. You see, it doesn't matter whether you want the world to make sense to the characters or not, whether you're happy or not with the metagame, a proliferation of forced movement powers trickles down to character, monster and encounter design in a way that I, and many others, don't like. In the same way that uber-powerful casters result in a host of spells and items designed to counteract spellcasters specifically, a design that includes context-free forced movement has its own impact.</p><p></p><p>So, what I'd like to see is powers more like Distract, move somewhere or suffer for it. As a DM, I can then make sensible decisions for the creatures in the encounter - the wizards and archers will suffer a penalty, but remain an interesting challenge in themselves without having to design against Taunt, the melee creatures will almost always be lured in. Neither players nor DM want there to be 'tricks' that entirely negate an enemy's contribution to a fight, and using Taunt on an average Wizard does this. Magical abilities that have similar effects are just as disruptive - but my taste finds them acceptable because of a long legacy of counter-magic.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6073394, member: 882"] Whilst many of the concerns over abilities such as 'Taunt' focus on whether the action makes sense in the game or in the metagame, I think there's also a question of taste on the DMing side. With the Taunt ability as it exists, some DMs will be happy with players using it as a tool to dictate the flow of combat, and the narrative. Others will protest for the very same reasons that players might dislike the ability - inconsistencies between actions in the game and in the metagame. You see, as a DM I'd be very happy for the Rogue to lure in orcs, ogres and a host of other melee-oriented brutes. Players, often being difficult, will use the ability whenever they find it useful, however, and so if I plan a confrontation against an evil Wizard, it would be rather frustrating to watch him get lured straight into melee with the Rogue and Fighter. You could see in 4th edition design, that many-vs-one encounters had to be prepared in a special way, and that many creatures whose focus was ranged atttacks had to have a 'get out of jail free' power to escape melee lockdown. You see, it doesn't matter whether you want the world to make sense to the characters or not, whether you're happy or not with the metagame, a proliferation of forced movement powers trickles down to character, monster and encounter design in a way that I, and many others, don't like. In the same way that uber-powerful casters result in a host of spells and items designed to counteract spellcasters specifically, a design that includes context-free forced movement has its own impact. So, what I'd like to see is powers more like Distract, move somewhere or suffer for it. As a DM, I can then make sensible decisions for the creatures in the encounter - the wizards and archers will suffer a penalty, but remain an interesting challenge in themselves without having to design against Taunt, the melee creatures will almost always be lured in. Neither players nor DM want there to be 'tricks' that entirely negate an enemy's contribution to a fight, and using Taunt on an average Wizard does this. Magical abilities that have similar effects are just as disruptive - but my taste finds them acceptable because of a long legacy of counter-magic. [/QUOTE]
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