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Community
General Tabletop Discussion
D&D Older Editions
Mike Mearls on how 4E could have looked
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<blockquote data-quote="Jester David" data-source="post: 7517358" data-attributes="member: 37579"><p>Agreed. There's no shortage of interesting ways to do "encounter" powers without actually saying "once per encounter". </p><p></p><p></p><p>Yeah. Something like that could easily be handled by just saying "once an enemy has seen you use this maneuver/exploit they cannot be targeted by it".</p><p>Honestly, that's pretty elegant. I might have to incorporate that into some of my 5e design.</p><p></p><p></p><p>I dunno. They seem pretty simple to adjudicate at the table. </p><p></p><p></p><p>Agreed. </p><p>That's typically the warlock, which can be presented as a magical archer.</p><p></p><p></p><p>This is a tricky thing because of the effect of codification. </p><p>By the nature of martial abilities, you don't need to define what is and is not possible. Because people generally have an idea. You just set the limits (how much you can lift, how far you can jump) and people can extrapolate and fill in the blanks. </p><p>Magic is the opposite. You need to explain what it does because it breaks the rules. Each spell is the exception of reality.</p><p></p><p>The tricky design hole that 3e/4e/Pathfinder fell into was that by designing around the exceptions of martial characters there became the assumption you couldn't attempt something without an associated power/ feat/ skill trick. Kicking a sword into your hand, doing a hand-handed chin-up, performing a kip-up, parkour up a building, etc.</p><p></p><p></p><p>Fewer choices tend to make them less "optimal" as gamers can't minmax through options and pick the best combination. Complexity will always be better because option creep = power creep. </p><p>But not being optimal doesn't mean it can't be balanced or effective.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7517358, member: 37579"] Agreed. There's no shortage of interesting ways to do "encounter" powers without actually saying "once per encounter". Yeah. Something like that could easily be handled by just saying "once an enemy has seen you use this maneuver/exploit they cannot be targeted by it". Honestly, that's pretty elegant. I might have to incorporate that into some of my 5e design. I dunno. They seem pretty simple to adjudicate at the table. Agreed. That's typically the warlock, which can be presented as a magical archer. This is a tricky thing because of the effect of codification. By the nature of martial abilities, you don't need to define what is and is not possible. Because people generally have an idea. You just set the limits (how much you can lift, how far you can jump) and people can extrapolate and fill in the blanks. Magic is the opposite. You need to explain what it does because it breaks the rules. Each spell is the exception of reality. The tricky design hole that 3e/4e/Pathfinder fell into was that by designing around the exceptions of martial characters there became the assumption you couldn't attempt something without an associated power/ feat/ skill trick. Kicking a sword into your hand, doing a hand-handed chin-up, performing a kip-up, parkour up a building, etc. Fewer choices tend to make them less "optimal" as gamers can't minmax through options and pick the best combination. Complexity will always be better because option creep = power creep. But not being optimal doesn't mean it can't be balanced or effective. [/QUOTE]
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