(Psi)SeveredHead
Adventurer
Two of the recurring criticisms of 4e are that (1) the in-game fiction is only loosely tied to the mechanics and (2) all the classes are too similar because powers are insufficiently differentiated and the at-will/encounter/daily/utility power structure is shared by all of the initial classes. Although the post-Essentials design has shown how classes can be better differentiated, there is at least some merit to the idea that powers are too similar. One response is to return to a 3.x model of distinct spells and class abilities, but this would have the considerable cost of losing the consistent format and presentation that powers provide.
Half (the first) is not a 4e issue.
I recently read the Moonshae trilogy (the second one), printed c. 1993. In one scene in the second book, Robyn, the Druid Queen, turns into a killer whale and kills a lot of sahuagin-controlled sharks. Then she basically faints (still conscious, but essentially stunned).
She did heal afterward though.
I actually dug up a copy of the Player's Handbook, 2nd Edition, to see if that was accurate. IT WAS NOT! Except for the part about healing. I don't recall "and after your wild shape is concluded, you are stunned for 1 hour because spellcasters aren't allowed to have any sort of endurance in a novel".
I see the same issues in 3e fiction too (Knights of Myth Drannor, for instance; spellcasters get three spells per day, and the book takes place over two days, so a max of six spells cast; healing magic is also pathetic, and never used for in-combat emergency healing.) I suppose 4e fiction might be similar, I want to read that new Dark Sun book, but it won't be out for a few months.
I posit that 4e-style power mechanics can be more tightly tied to the in-game fiction and that powers can be better differentiated by adding back in some carefully chosen idiosyncrasies to the powers.
In some cases, well-chosen keywords could be added into the power descriptions. For example, the Disruptable keyword could be added to, for example, most arcane daily powers. Such powers would provoke opportunity attacks and a hit during the use of that power would cause it to fail.
Most arcane powers are already ranged or area attacks, so they provoke anyway. I vaguely recall those attacks automatically failing if you get hit, but I cannot for the life of me find where it says so in the PH1. Defensive powers, like Dimension Door, really shouldn't provoke, and they don't (they're not ranged or area attacks, they just make you teleport).
Some of the martial powers don't have good flavor that would show in a book. The rogue's Torturous Strike (twist the knife) and the fighter's Griffon Strike are great examples of ones that do. Both should be tried for all the time!
A Verbal keyword could require speaking out loud -- preventing use of the power if gagged or silenced and negating stealth (even if it's a utility power). Other powers could require free use of hands. Alternatively, available magic (or mundane) items could be relevant.
You could make that a requirement for all arcane powers (except, I suppose, illusion powers).
For example, psionic powers might be characterized by being neither disruptable nor requiring verbal actions, but a lead-lined helm might provide protection (at the cost of mobility/sensing?) against these powers?
Psionic powers should be as disruptable as magic. Also, wearing a lead-lined helm will not protect you from telekinesis, psionic disintegrate, having your innards teleported outside, etc. A tin foil hat could be a head slot item that 1/day gives you a substantial resist vs charm, fear, psychic, or what have you, possibly with a resist psychic property. (There are plenty of such items already, and "slot-less" items in Dark Sun 4e that do just that.)
The idea is to provide a better mechanical hook to the in-game fiction. Combined with a more standardized list of powers, players would have a better idea of how the rules work based on the in-game fiction in a way where fictional weakness are more exploitable. One of my favorite moments in 2e was when a 7th level PC thief was confronted by an 18th level NPC wizard who found the thief in his basement. A very (rules-loose) grappling contest followed, with the wizard being dispatched by being rolled onto his own Symbol of Death. I don't think all wizards should be easily made useless, but it would be nice if being gagged or grappled was a more serious restriction for an arcane caster than some other character.
Heh. That's funny. I don't know how grapple worked in 2e, but an 18th-level wizard has a better THAC0 than a 7th-level thief... I don't think a modern ruleset would let that slide. What 18th-level wizard doesn't have an anti-grapple strategy?
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