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Discussing 4e Subsystems: POWERS!
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<blockquote data-quote="justanobody" data-source="post: 4540548" data-attributes="member: 70778"><p>I agree with everything you said, except this sentiment.</p><p></p><p>There is no excuse for a disruptive player. If you know you are going into a game that isn't all combat and you like all combat, you picked the wrong game to play. Likewise a group that doesn't devote solely to combat is also one you shouldn't join.</p><p></p><p>Blaming fault on the system, or a game designer trying to make something other than it is for a few that don't get it is not the answer.</p><p></p><p>D&D happens to have two parts. The combat and social parts. If you only like the combat you have two choices:</p><p></p><p>1- Don't play D&D. Pick a wargame of some sort.</p><p>2- Don't join a group that doesn't focus only on combat, but find one that matches your playstyle.</p><p></p><p>No matter what the designers try, their will always be people out their that dislike the social, or just prefer combat. That's fine, just get with other people that like the same, rather than cause problems with a game because you screwed up picking the game to play or group to play with.</p><p></p><p>I have no sympathy for people playing the wrong game or with the wrong group and ruining other people's fun because they failed to look before they lept.</p><p></p><p>One addition to the powers that you failed to mention, is they are all too static between the classes. (Maybe you mentioned it and I missed it)</p><p></p><p>They are pretty much the same thing, no matter what flavour you put on them.</p><p></p><p>Powers pretty much dictate the classes adn their roles, and there are so few that really separate the classes, such as those of utility use. I don't really know what utility power a fighter could have as the melee classes are mainly for combat, but this is something I have been trying to figure out, and would guess game makers have to, for years. As many have said the powers boils down to only a few things:</p><p></p><p>-Damage</p><p>-Damage+Effect</p><p>-Effect</p><p></p><p>Zzzzzzz</p><p></p><p>They get boring fast, and even relying on the at-wills seems to take anything else like normal attacking out of the game as it is so focused on the powers and getting the best bonuses with feats to use during the powers.</p><p></p><p>It really is a system built for combat.</p><p></p><p>What kind of utility power could be made into an encounter power, where there is no "until the end of the encounter"?</p><p></p><p>It just seems a bit silly. Time durations were not the most fun to account for, but they provided usefulness, and now people still want to know how long something lasts.</p><p></p><p>Even levitation and flight seem a bit off in how short they last its like it isn't even really magic in some of the powers. They were made with use in combat in mind, rather than just use, for anytime.</p><p></p><p>Powers is a screwed up system to have come into creation, furthered by the attempt to balance things out.</p><p></p><p>These subsystem critiques are very interesting to read and thought provoking.</p></blockquote><p></p>
[QUOTE="justanobody, post: 4540548, member: 70778"] I agree with everything you said, except this sentiment. There is no excuse for a disruptive player. If you know you are going into a game that isn't all combat and you like all combat, you picked the wrong game to play. Likewise a group that doesn't devote solely to combat is also one you shouldn't join. Blaming fault on the system, or a game designer trying to make something other than it is for a few that don't get it is not the answer. D&D happens to have two parts. The combat and social parts. If you only like the combat you have two choices: 1- Don't play D&D. Pick a wargame of some sort. 2- Don't join a group that doesn't focus only on combat, but find one that matches your playstyle. No matter what the designers try, their will always be people out their that dislike the social, or just prefer combat. That's fine, just get with other people that like the same, rather than cause problems with a game because you screwed up picking the game to play or group to play with. I have no sympathy for people playing the wrong game or with the wrong group and ruining other people's fun because they failed to look before they lept. One addition to the powers that you failed to mention, is they are all too static between the classes. (Maybe you mentioned it and I missed it) They are pretty much the same thing, no matter what flavour you put on them. Powers pretty much dictate the classes adn their roles, and there are so few that really separate the classes, such as those of utility use. I don't really know what utility power a fighter could have as the melee classes are mainly for combat, but this is something I have been trying to figure out, and would guess game makers have to, for years. As many have said the powers boils down to only a few things: -Damage -Damage+Effect -Effect Zzzzzzz They get boring fast, and even relying on the at-wills seems to take anything else like normal attacking out of the game as it is so focused on the powers and getting the best bonuses with feats to use during the powers. It really is a system built for combat. What kind of utility power could be made into an encounter power, where there is no "until the end of the encounter"? It just seems a bit silly. Time durations were not the most fun to account for, but they provided usefulness, and now people still want to know how long something lasts. Even levitation and flight seem a bit off in how short they last its like it isn't even really magic in some of the powers. They were made with use in combat in mind, rather than just use, for anytime. Powers is a screwed up system to have come into creation, furthered by the attempt to balance things out. These subsystem critiques are very interesting to read and thought provoking. [/QUOTE]
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