DracoSuave
First Post
Which power is this that doubles OA damage?
I had an inverse situation in my game this week. The PC Rogue used Riposte Strike against a Dire Rat and was the only character to hit that rat during that round of combat. I felt that I had to attack the Rogue with the Dire Rat when its turn came around because the rat would naturally attack the closest and most recent foe to damage it...
This means that the power worked perfectly well - it hindered the enemy and forced him to take decisions the enemy wouldn't have taken otherwise.Example: Player A says, "Okay, I invoke this special power that lets me get double damage on any opportunity attack for the next round." DM says, "Ok cool." and proceeds to move the bad guys in such a way as to not invite opportunity attacks.
As many astute posters pointed out the DM should Roleplay the monsters. When I play Brutes that can attack out of turn (Berserkers, Bloodragers, Boneshards, just to name a few 'B' rated monsters) I'll intentionally draw AoO because they're reckless. I also like to play undead as "being out for blood." The fluff is their craving for life energy is strong, therefore they attack bloodied characters. Even if it's not the best thing tactically (and their Int is low) they attack bloodied characters. It gives the monsters a different feel. Now the players know if someone is injured Zombies will try and eat youExample: Player A says, "Okay, I invoke this special power that lets me get double damage on any opportunity attack for the next round." DM says, "Ok cool." and proceeds to move the bad guys in such a way as to not invite opportunity attacks.
The experiment of Shroedinger's Cat brings up an interesting point though. The only way to determine whether or not the DM is an "Opponent" is to play the game. For many gamers that is too late. This is a problem with any game, not just 4e.Should the players keep their conditions like this a secret from the DM? This has the mindset that the DM is the "Opponent", which, like Schroedinger's Cat, is both true and not true. My answer is no, I do not think that conditions should be secret from the DM. I trust the group that I play with, and I do not think that they would be dishonest, but the way that D&D is structured, the DM is the final arbiter of the rules and the actions in the game world. I think that on the pro side, having things like this a secret from the guy who is "playing" the monsters does increase the likelihood of true impartiality, it also, I believe, would create more rules discussions and difficulties - for instance, if a monster has a power that makes it immune to some certain form of attack.
True. I try to limit "rules discussions" by making snap decisions and writing down questions for later. It's better to discuss them after the game. All elaborate descriptions I save for the effects and setting. When describing the surroundings I embelish. When a PC or Monster performs admirably it warrants a lengthy narration. I don't consider rules worth the game time unless it's serious to the outcome.D&D4 works a little differently than previous editions. This one is all about powers. So it raises the question in my mind of "How do these powers get represented in the game?" I don't want every power use to involve a 30 minute discussion about whether the fighter gives obvious signs that he is doing some super-smashing-power-thingy or not.
This is actually a simple way to play intelligent foes. Most of us aren't geniuses but there are many monsters that are. The thing to do, though, is to agree with the players that you'll be using this style of play.
Which power is this that doubles OA damage?