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Rule-of-Three: 06/19/2012
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<blockquote data-quote="chaochou" data-source="post: 5950380" data-attributes="member: 99817"><p>I understand your concerns, but I don't yet see enough information to fully justify them.</p><p></p><p>Take the hobgobins - From my reading it's not that the 4e AC bonus will be repaced by 'flavour text'. It will be replaced by a Hobgoblin leader with a mechanically supported ability to 'Form a phalanx'. That seems okay - it's an organisational thing after all; hobgoblins are not intrinsically phalangites any more than Macedonians were.</p><p></p><p>So the shift, again by my reading, is that instead of a phalanx emerging due to some innate ability of each hobgoblin (from the bottom up) it comes about from top down organisation. Individually, they're an unruly mob. With a leader they're a dangerous outfit. Hobgoblin leaders form a phalanx, while kobolds organise hit and run and Orcs get all raged up and then charge.</p><p></p><p>If you nullify the leader you will disrupt the effectiveness of the troops. Whether you kill the leader on the grid or negotiate or sneak into the camp and poison them (any of the three pillars!) their absence has a mechanical impact on those orcs, kobolds or hobgoblins without fluff text or GM fiat.</p><p></p><p>So, my initial reading is that there's still a story which can emerge from them there mechanics - but it's in different places from 4e.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5950380, member: 99817"] I understand your concerns, but I don't yet see enough information to fully justify them. Take the hobgobins - From my reading it's not that the 4e AC bonus will be repaced by 'flavour text'. It will be replaced by a Hobgoblin leader with a mechanically supported ability to 'Form a phalanx'. That seems okay - it's an organisational thing after all; hobgoblins are not intrinsically phalangites any more than Macedonians were. So the shift, again by my reading, is that instead of a phalanx emerging due to some innate ability of each hobgoblin (from the bottom up) it comes about from top down organisation. Individually, they're an unruly mob. With a leader they're a dangerous outfit. Hobgoblin leaders form a phalanx, while kobolds organise hit and run and Orcs get all raged up and then charge. If you nullify the leader you will disrupt the effectiveness of the troops. Whether you kill the leader on the grid or negotiate or sneak into the camp and poison them (any of the three pillars!) their absence has a mechanical impact on those orcs, kobolds or hobgoblins without fluff text or GM fiat. So, my initial reading is that there's still a story which can emerge from them there mechanics - but it's in different places from 4e. [/QUOTE]
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