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Rule-of-Three: 06/19/2012
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<blockquote data-quote="Agamon" data-source="post: 5949893" data-attributes="member: 184"><p>Clearly, he is. He does it over and over and over again, with little room to ever explain it as an even somewhat different action.</p><p></p><p>However, if you give the player narrative freedom to explain a less rigid action, not only can it be different each time, but it can still be in the shady, selfish realm with out needing overly complex mechanics to explain it.</p><p></p><p>pemerton explains 4e mechanics like the one on the Deathlock Wight to make PCs run away with a push mechanic like it's something new. However, in earlier editions, fearsome monsters had a Fear effect that sent PCs running away on a failed save. What the Wight does in 4e is just 4e's way of making a fear effect work within its power system.</p><p></p><p>The tactical module won't make DDN into 4e, it can't. Each and every PC and monster had powers that moved everyone around the grid, a single options module can't magically recreate that. I like that they can take what was learned from 4e and work it into a tactical module, though. I'm interested to see what they come up with (as opposed to a paragraph or two answer about it).</p></blockquote><p></p>
[QUOTE="Agamon, post: 5949893, member: 184"] Clearly, he is. He does it over and over and over again, with little room to ever explain it as an even somewhat different action. However, if you give the player narrative freedom to explain a less rigid action, not only can it be different each time, but it can still be in the shady, selfish realm with out needing overly complex mechanics to explain it. pemerton explains 4e mechanics like the one on the Deathlock Wight to make PCs run away with a push mechanic like it's something new. However, in earlier editions, fearsome monsters had a Fear effect that sent PCs running away on a failed save. What the Wight does in 4e is just 4e's way of making a fear effect work within its power system. The tactical module won't make DDN into 4e, it can't. Each and every PC and monster had powers that moved everyone around the grid, a single options module can't magically recreate that. I like that they can take what was learned from 4e and work it into a tactical module, though. I'm interested to see what they come up with (as opposed to a paragraph or two answer about it). [/QUOTE]
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