Raven Crowking
First Post
The main problem is that, in other editions, you have to explain "but why did it happen?"
The main problem is that, in other editions, you can explain "but why did it happen?"

The main problem is that, in other editions, you have to explain "but why did it happen?"
The main problem is that, in other editions, you can explain "but why did it happen?"
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Nice.
I think that you CAN explain in 4e, just that there are three things which are issues for me:
1) the degree of 'dancing' required
2) the need for post hoc rationalization - - the wizard actually was right next to me, and never noticed, and was therefore too silly to actually move away in his last action - - the whole players-driving-narrative is not the problem, but for me it becomes an issue when the past changes.
3) the need for (possibly consistent with your own campaign) mystical or magical bases for powers used by classes I wish to remain mundane.
This is why I never criticize people for liking 4e, and why I just can't reconcile it with my own campaign/style, and why 4e and I can just enjoy a cup of coffee, politely say farewell, and then I go off and play True20.
There's nothing wrong with how they're doing it, it just gets way too fiddly for me. Combat is always imagined as lots of moves and lots of swings summarized in one that hits, but now with all these little slides we've actually gotten a bit quantum. I know I saw a thread with Erwin Schroedinger mentioned, but I think that this shifting and such really invokes Heisenberg as well. The fighter collapses waveforms in his favor...the position of the wizard was not certain, but instead a quantum-like superposition of states, from which the fighter chooses one and locks it in. I'm not able personally (admittedly likely my own failing) to get into the rather skirmish minifigs game-like concepts - again, not saying it's a bad game, but based on the fact that we played True20 for ten hours last weekend, with multiple battles, and used improvised figures to represented the combats exactly ONCE, the rest done in the mind, you can see where I balk at a lot of these things. CAGI forces you to recognize space and position on some form of grid/board to adjudicate effect, and then immediately in the narrative explains that all those positions weren't actually as they seemed. Not at all a big deal, just not my style.
The main problem is that, in other editions, you can explain "but why did it happen?"
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At the same time though ... it's a matter of perspective. For a narrative ... the fighter is able to trick an opponent ONCE into falling for some sort of baiting. It's an encounter power in part because it isn't going to work on the same guy twice.
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"You have given out too many Experience Points in the last 24 hours. Try again later."
RC
I just find it amusing that one of the designers (I believe it was Mearls) claimed that the designer team learned that an ability like Knight's challenge which forces an opponent to attack was a bad design idea. Then, the design team turns around and gives us an abiliity like "Come and Get it".
"Come and Get it" does not force the opponent to attack. It just moves them 10 feet.I just find it amusing that one of the designers (I believe it was Mearls) claimed that the designer team learned that an ability like Knight's challenge which forces an opponent to attack was a bad design idea. Then, the design team turns around and gives us an abiliity like "Come and Get it".
He didn't say it did."Come and Get it" does not force the opponent to attack.