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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="Nagol" data-source="post: 5998518" data-attributes="member: 23935"><p>Quite possibly; I don't have the errata. I know post-errata, it stops being the easy choice to kick. I think that's telling. It was a proud nail; now it's been pounded into place.</p><p> </p><p></p><p></p><p>GM's abiliity to mitigate bad rules aside, is there anything that explains how PC1 can force PC2 to move against his will when he isn't in range to be grabbed or that can impose the desire to move? The power as presented is very straightforward; it doesn't offer the opportunity for movement; it imposes it without any integration with the in-game world. As written, it would be catnip for a particular style of toxic player I'm familiar with.</p><p></p><p></p><p></p><p>I agree that is worrisome. I was hoping for much more balance between the pillars -- where any reward "budget" took all three in account and abilities and predilection to engage with the game world were spread across the different classes.</p><p></p><p>Although it is early (though not as early as many proponents suggest considering the length of a test iteration and the amount of material to cover), what we've seen is the similar focus on defeating enemies that has existed since 3e. I'd prefer to see a focus on overcoming challenges -- across all three pillars.</p><p></p><p>Find the rumours about the situation? Here's a reward.</p><p>Tease out the details of the opposition? Here's a reward.</p><p>Defeat the guards? Here's a reward.</p><p>Find the secrets? Here's a reward.</p><p>Get the important stuff back to those who value it? Here's a reward.</p><p>Successfully negotiate and collect winnings? Here's a reward.</p><p>Successfully hide involement/spread word of accomplishment? Here's a reward.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5998518, member: 23935"] Quite possibly; I don't have the errata. I know post-errata, it stops being the easy choice to kick. I think that's telling. It was a proud nail; now it's been pounded into place. GM's abiliity to mitigate bad rules aside, is there anything that explains how PC1 can force PC2 to move against his will when he isn't in range to be grabbed or that can impose the desire to move? The power as presented is very straightforward; it doesn't offer the opportunity for movement; it imposes it without any integration with the in-game world. As written, it would be catnip for a particular style of toxic player I'm familiar with. I agree that is worrisome. I was hoping for much more balance between the pillars -- where any reward "budget" took all three in account and abilities and predilection to engage with the game world were spread across the different classes. Although it is early (though not as early as many proponents suggest considering the length of a test iteration and the amount of material to cover), what we've seen is the similar focus on defeating enemies that has existed since 3e. I'd prefer to see a focus on overcoming challenges -- across all three pillars. Find the rumours about the situation? Here's a reward. Tease out the details of the opposition? Here's a reward. Defeat the guards? Here's a reward. Find the secrets? Here's a reward. Get the important stuff back to those who value it? Here's a reward. Successfully negotiate and collect winnings? Here's a reward. Successfully hide involement/spread word of accomplishment? Here's a reward. [/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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