Obryn
Hero
When you give XP, you give 1 point.This whole experience points thing slightly (okay, a lot) confuses me. What does "Your Experience Points Power is 1 Points" mean, exactly?
-O
When you give XP, you give 1 point.This whole experience points thing slightly (okay, a lot) confuses me. What does "Your Experience Points Power is 1 Points" mean, exactly?
I've had this debate before, and always find myself unsatisfied by the responses, but here goes:
Does it not feel, even to those who are huge fans of 4e, that a lot more of this 'dance of the narrative' has to be performed with this new ruleset. Here I'm thinking not just of the elective non-lethal bits, but things like Come and Get It, and any other powers that, without constructing or reconstructing the narrative, come off as quite a bit more 'super' or 'mystical' than earlier editions. In 3rd edition, there is no power that allows you to take all enemies within a burst, and force them without a save, and without any consideration of their own abilities, to move adjacent to your character. You can build a story in which it MIGHT make sense (I still debate this -but that's a different thread), but it just seems as if the amount of narrative construction required to bring the disbelief to an acceptable level is much higher in this edition.
I've had this debate before, and always find myself unsatisfied by the responses, but here goes:
Does it not feel, even to those who are huge fans of 4e, that a lot more of this 'dance of the narrative' has to be performed with this new ruleset. Here I'm thinking not just of the elective non-lethal bits, but things like Come and Get It, and any other powers that, without constructing or reconstructing the narrative, come off as quite a bit more 'super' or 'mystical' than earlier editions. In 3rd edition, there is no power that allows you to take all enemies within a burst, and force them without a save, and without any consideration of their own abilities, to move adjacent to your character. You can build a story in which it MIGHT make sense (I still debate this -but that's a different thread), but it just seems as if the amount of narrative construction required to bring the disbelief to an acceptable level is much higher in this edition.
Yeah, I can see this. I suppose the abilities of the purely "Martial" characters do seem somewhat more mystical or magical than before. I, personally, like that. But I can see how a lot of people wouldn't.
I've had this debate before, and always find myself unsatisfied by the responses, but here goes:
Does it not feel, even to those who are huge fans of 4e, that a lot more of this 'dance of the narrative' has to be performed with this new ruleset. Here I'm thinking not just of the elective non-lethal bits, but things like Come and Get It, and any other powers that, without constructing or reconstructing the narrative, come off as quite a bit more 'super' or 'mystical' than earlier editions. In 3rd edition, there is no power that allows you to take all enemies within a burst, and force them without a save, and without any consideration of their own abilities, to move adjacent to your character. You can build a story in which it MIGHT make sense (I still debate this -but that's a different thread), but it just seems as if the amount of narrative construction required to bring the disbelief to an acceptable level is much higher in this edition.
Well, to use the specific example of Come and Get It... I always invision a scene like Neo provoking Agent Smith to attack him. SNIP...
This whole experience points thing slightly (okay, a lot) confuses me. What does "Your Experience Points Power is 1 Points" mean, exactly?
No more 'dance of the narrative' then is required to explain people shooting fireballs out of their fingertips or raising people from the dead. The only difference is that in D&D, fireballs and resurrection have tenure.
We are talking about a fantasy world here, with fireballs and dragons and beholders and stuff. I don't see where mundane guy who owns a sword really fits in, or has any business looking for the trouble that exists in that world. Still, the guy with a sword is a fantasy mainstay, and people want to play them. How do we make this mundane guy with the sword logically fit into this world? By letting him do the sort of things action heroes do, thats how.
I actually find it made less sense before, when your special powers consisted solely of "owns a sword".
The problem is not that I'm obsessed with mechanics, but that the effect APPEARS to be far from mundane (no save, you become a completely insurmountable force drawing all into you) but is given to a class that for me has in all prior editions been the most mundane. As Firesnakearies pointed out, for a lot of campaigns this is no biggie...for mine it is.