Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Warlord as a Fighter option; Assassin as a Rogue option
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tovec" data-source="post: 6048278" data-attributes="member: 95493"><p>Okay I am going off of a few assumptions so I am sorry if I missed something along the way.</p><p></p><p>Using your example, the pitcher throws the ball attempting to bean the batter. The batter, not wanting to be beaned, then jumps out of the way. I don't have a problem with this so far. We'll call it premise 1.</p><p></p><p>Here are some assumptions that I make about what happens next according to 4e tactics.</p><p></p><p>Premise 2. Everyone is always going to jump out of the way, because they don't want to get hit. If they DON'T jump out of the way it is because they don't realize that they are going to get hit. So, in this way isn't it more of a bluff, as opposed to an automatic effect that just happens because you made an attack. (Unless of course you are bullrushing or tripping or w/e.)</p><p>Ex. If you fail a check you DON'T know something is going to happen and therefore don't move. If you DO succeed then you do move because you realize you are going to get hit. This is OPPOSITE of what is modeled in 4e forced movements.</p><p></p><p>Premise 3. You force the target to move AND deal damage. So, harkening back to your ball = arrow idea. How many times do you successfully cause the guy to avoid the arrow but still cause them to get hurt by that arrow? Again, backwards to what I would expect to see. If you DO jump out of the way then you should negate the damage. If you DON'T then you should get the damage. This is what KM was saying, I believe.</p><p></p><p>Premise 4. If you force movement they'll ALWAYS move the same amount in the same direction as chosen by you. Why do YOU get the choice of how far/which direction? Why not them? And why is it happening on your turn, not theirs?</p><p>Ex. Forced movement back 2 squares, every time. Now, why 2 squares? Why in a certain direction? Couldn't they misjudge and move forward. Couldn't they overract and move FURTHER back? Beyond that, how are they moving on YOUR turn without you applying any form of physical force - firing an arrow doesn't actually lift people off their feet and displace them back 2 squares.</p><p></p><p>So, if I understood KM's recent ideas: They should have a choice of how to react, if to react and can take the damage if they choose not to.</p><p></p><p>For the record, I'm not all for KM's proposed warlord idea either. I just didn't like this ganging up and saw some problems with your response Marty.</p></blockquote><p></p>
[QUOTE="Tovec, post: 6048278, member: 95493"] Okay I am going off of a few assumptions so I am sorry if I missed something along the way. Using your example, the pitcher throws the ball attempting to bean the batter. The batter, not wanting to be beaned, then jumps out of the way. I don't have a problem with this so far. We'll call it premise 1. Here are some assumptions that I make about what happens next according to 4e tactics. Premise 2. Everyone is always going to jump out of the way, because they don't want to get hit. If they DON'T jump out of the way it is because they don't realize that they are going to get hit. So, in this way isn't it more of a bluff, as opposed to an automatic effect that just happens because you made an attack. (Unless of course you are bullrushing or tripping or w/e.) Ex. If you fail a check you DON'T know something is going to happen and therefore don't move. If you DO succeed then you do move because you realize you are going to get hit. This is OPPOSITE of what is modeled in 4e forced movements. Premise 3. You force the target to move AND deal damage. So, harkening back to your ball = arrow idea. How many times do you successfully cause the guy to avoid the arrow but still cause them to get hurt by that arrow? Again, backwards to what I would expect to see. If you DO jump out of the way then you should negate the damage. If you DON'T then you should get the damage. This is what KM was saying, I believe. Premise 4. If you force movement they'll ALWAYS move the same amount in the same direction as chosen by you. Why do YOU get the choice of how far/which direction? Why not them? And why is it happening on your turn, not theirs? Ex. Forced movement back 2 squares, every time. Now, why 2 squares? Why in a certain direction? Couldn't they misjudge and move forward. Couldn't they overract and move FURTHER back? Beyond that, how are they moving on YOUR turn without you applying any form of physical force - firing an arrow doesn't actually lift people off their feet and displace them back 2 squares. So, if I understood KM's recent ideas: They should have a choice of how to react, if to react and can take the damage if they choose not to. For the record, I'm not all for KM's proposed warlord idea either. I just didn't like this ganging up and saw some problems with your response Marty. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Warlord as a Fighter option; Assassin as a Rogue option
Top