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General Tabletop Discussion
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Elephant in the room: rogue and fighter dailies.
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<blockquote data-quote="Mallus" data-source="post: 5922805" data-attributes="member: 3887"><p>So the real tactics used by the real person who is really playing the game shouldn't be considered tactics?</p><p></p><p>But the imaginary tactics used by the imaginary person in the imaginary space the game occurs should be (and without regard for the tactical consideration imposed by the game engine)?</p><p></p><p>I think you might want rethink this position.</p><p></p><p>edit #1 - after a long, twilight struggle, I've come to appreciate x/day abilities for PCs and creatures. Spells, fits of rage, Bo9S super moves, whatever. They're easy to use, workable, and fun. As for making their use congruent with the in-game fiction, well, let's put it this way; the rules can't do everything for you and little imagination goes a long way.</p><p></p><p>edit #2 - if you're inclined to gripe about non-magical <em>Dailies</em>, think back to lock-picking in AD&D. A thief could attempt to pick an unlimited number of locks per day. Until they failed. In which case the thief couldn't try the same lock again until <em>they went up in level</em>, which presumably meant a lot longer than a day. No giving it one more shot. No coming back with fresh eyes or a better set of picks in the morning. So if you blew your fist attempt, lock-picking was a <em>Level-y</em>.</p><p></p><p>What did this model? Nothing. Why was it a rule? Balance. Why does balance sometimes have a higher priority than simulation? Because this is a game.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5922805, member: 3887"] So the real tactics used by the real person who is really playing the game shouldn't be considered tactics? But the imaginary tactics used by the imaginary person in the imaginary space the game occurs should be (and without regard for the tactical consideration imposed by the game engine)? I think you might want rethink this position. edit #1 - after a long, twilight struggle, I've come to appreciate x/day abilities for PCs and creatures. Spells, fits of rage, Bo9S super moves, whatever. They're easy to use, workable, and fun. As for making their use congruent with the in-game fiction, well, let's put it this way; the rules can't do everything for you and little imagination goes a long way. edit #2 - if you're inclined to gripe about non-magical [i]Dailies[/i], think back to lock-picking in AD&D. A thief could attempt to pick an unlimited number of locks per day. Until they failed. In which case the thief couldn't try the same lock again until [i]they went up in level[/i], which presumably meant a lot longer than a day. No giving it one more shot. No coming back with fresh eyes or a better set of picks in the morning. So if you blew your fist attempt, lock-picking was a [i]Level-y[/i]. What did this model? Nothing. Why was it a rule? Balance. Why does balance sometimes have a higher priority than simulation? Because this is a game. [/QUOTE]
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Elephant in the room: rogue and fighter dailies.
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