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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Neonchameleon" data-source="post: 5989323" data-attributes="member: 87792"><p>With all due respect, all four of those fail to do what I want.</p><p></p><p>1 takes my tactics where the rubber meets the road almost entirely out of my hands. It's evocative. But means I don't get to make decisions. 3 is likewise, although not quite as bad. I'm not deciding. I do not get to make anything like the decisions my character is making.</p><p></p><p>2 and 4 are under most implementations spamtastic. There is one best trick for the situation and I'm going to use it over and over again. It's the old Power Attack spreadsheet issue. Yes, you can obfuscate the spreasheet but you are basically best off doing the same thing over and over again.</p><p></p><p></p><p></p><p>And here's an aesthetic choice. Because I can't see what my character sees we have the question "Is it better to make a choice <em>like</em> one my character can make, or make no choice at all". With the AEDU structure my choices are like my character's but they are not quite the same. E and D stand in for a mix of stamina, positioning, and luck that is too detailed for the game to go into.</p><p></p><p>All your options give me no choice at all (or no significant choice - there's One Best Path) where my character would be making what I consider a pretty important one.</p><p></p><p>I'm not saying that Encounter Powers are the <em>only</em> way to do what I need to. I've offered a variant on the Crusader from the Bo9S. Or could offer rolling to see whether powers/combos could be used at the start of your turn. I'm saying that in order to be able to make the highly pressurised choices martial characters make when the rubber meets the road I need something <em>like</em> encounter powers that are at least partially abstract. And that not being <em>able</em> to make this sort of choice and instead letting my PC go ahead and do whatever they want breaks my immersion.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5989323, member: 87792"] With all due respect, all four of those fail to do what I want. 1 takes my tactics where the rubber meets the road almost entirely out of my hands. It's evocative. But means I don't get to make decisions. 3 is likewise, although not quite as bad. I'm not deciding. I do not get to make anything like the decisions my character is making. 2 and 4 are under most implementations spamtastic. There is one best trick for the situation and I'm going to use it over and over again. It's the old Power Attack spreadsheet issue. Yes, you can obfuscate the spreasheet but you are basically best off doing the same thing over and over again. And here's an aesthetic choice. Because I can't see what my character sees we have the question "Is it better to make a choice [I]like[/I] one my character can make, or make no choice at all". With the AEDU structure my choices are like my character's but they are not quite the same. E and D stand in for a mix of stamina, positioning, and luck that is too detailed for the game to go into. All your options give me no choice at all (or no significant choice - there's One Best Path) where my character would be making what I consider a pretty important one. I'm not saying that Encounter Powers are the [I]only[/I] way to do what I need to. I've offered a variant on the Crusader from the Bo9S. Or could offer rolling to see whether powers/combos could be used at the start of your turn. I'm saying that in order to be able to make the highly pressurised choices martial characters make when the rubber meets the road I need something [I]like[/I] encounter powers that are at least partially abstract. And that not being [I]able[/I] to make this sort of choice and instead letting my PC go ahead and do whatever they want breaks my immersion. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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