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Crash Course in 4th ed.
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<blockquote data-quote="LostSoul" data-source="post: 5120853" data-attributes="member: 386"><p>Yeah, that's the general advice for DMing 4e, though I'm pretty sure the DM has the authority to say "No" - I think it's a rule, though I can't quote a page.</p><p></p><p>There are different ways to look at the powers and how they function, though. You can change the flavour text around the power (at the moment the power is used) so that the power makes more sense - like stunning whatever method of locomotion an ooze uses and knocking it off-balance so it's "Prone".</p><p></p><p>However, if you do that, the flavour - the description of the attack, what the character actually does - doesn't have any effect on resolution. I think that's one of the reasons that players only think about what power to use instead of engaging with the in-game situation.</p><p></p><p>The benefit to running things this way is that the game is balanced and makes for some interesting interactions in combat. The drawback, like I said above, is that players tend to ignore what's going on in game-world terms.</p><p></p><p>How you want to run it is going to depend on what you find important when you play the game. If you take the "Say No" path, make sure you make that explicit to the players because I don't think that's what most players will expect.</p><p></p><p>I like the idea of an anti-arcane zone. I think it would be interesting to have a zone like that, but still allow cantrips - and then make sure there's enough stuff around for creative use of Mage Hand. Chandeliers, curtains, rugs, braziers, doors... all of those can be manipulated via Mage Hand and could have an impact on the battle. It would be a good test of a Wizard's creativity.</p><p></p><p></p><p></p><p>Here it is: <a href="http://www.houseoflucas.com/mike/DnDIndex.htm" target="_blank">D&D Campaign</a> </p><p></p><p>We all moved away a long time ago so there aren't likely to be any updates. My brother still has all the gear, though.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5120853, member: 386"] Yeah, that's the general advice for DMing 4e, though I'm pretty sure the DM has the authority to say "No" - I think it's a rule, though I can't quote a page. There are different ways to look at the powers and how they function, though. You can change the flavour text around the power (at the moment the power is used) so that the power makes more sense - like stunning whatever method of locomotion an ooze uses and knocking it off-balance so it's "Prone". However, if you do that, the flavour - the description of the attack, what the character actually does - doesn't have any effect on resolution. I think that's one of the reasons that players only think about what power to use instead of engaging with the in-game situation. The benefit to running things this way is that the game is balanced and makes for some interesting interactions in combat. The drawback, like I said above, is that players tend to ignore what's going on in game-world terms. How you want to run it is going to depend on what you find important when you play the game. If you take the "Say No" path, make sure you make that explicit to the players because I don't think that's what most players will expect. I like the idea of an anti-arcane zone. I think it would be interesting to have a zone like that, but still allow cantrips - and then make sure there's enough stuff around for creative use of Mage Hand. Chandeliers, curtains, rugs, braziers, doors... all of those can be manipulated via Mage Hand and could have an impact on the battle. It would be a good test of a Wizard's creativity. Here it is: [url=http://www.houseoflucas.com/mike/DnDIndex.htm]D&D Campaign[/url] We all moved away a long time ago so there aren't likely to be any updates. My brother still has all the gear, though. [/QUOTE]
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