BryonD
Hero
It seems to me there's an argument between two different flavors of awesome.
The first is the awesome of the improbable, the "HOLY ****" moment, the winning lottery ticket, the guy who falls out of a plane without a parachute and lives kind of moment. This type of awesome suits traditional RPGs really well, which are based on modeling the expected results of a fantasy world with expected verisimilitude. Every once in a while a series of improbable rolls happens, and a monster dies in a way no one expected, or a character lives (or dies) in some improbable way, and those are the stories that get passed around the gaming table 10 years later. Everyone still probably remembers the exact dice rolls (He rolled under a 3 five straight times!).
Hussar is arguing for the awesomeness that more narrative games are built for, the awesomeness of the climatic moment. When the storyline comes together, and the character faces a true live-or-die (or needed success vs epic fail) moment, then the game rewards you for not just attacking, but doing something memorable. Narrative games thrive by giving rewards for expending or risking character resources at dramatically opportune moments to create climatic moments of awesomeness.
It's the awesomeness you feel that comes when you've finished a really good book or movie, that shivery flutter in the pit of the stomach. In a narrative game, you help to create that moment instead of just witness it. It's not that adrenaline rush that comes with rolling a 20 when you're the last guy standing, but it's certainly an awesomeness worth respecting.
This is an excellent goal.
I don't at all agree that the 4E power system achieves it.
First, if tripping someone is an encounter power, then you are saying that tripping becomes something that only happens as a climax. What about tripping someone in the middle of an encounter?
Second, this implies that you are back to "spamming" "at-wills" until that awesome moment.
Third, how can you use multiple encounter powers per encounter and have each one be an end of the book feeling?
Fourth, that "jump out of your chair" moment has been happening for me in games for decades. It worked in 1E and 2E, and Warhammer, and GURPS, and then in 3E and PF. I don't see how telling players their options are limited does anything to improve on what we already have.