Scholar & Brutalman
First Post
I’m thinking about giving D&D 4e another chance.
Why? You've tried to play it three times and to DM it once and you obviously still have big problems with its basic rules philosophy. Why waste your time?
I’m thinking about giving D&D 4e another chance.
I agree.Why? You've tried to play it three times and to DM it once and you obviously still have big problems with its basic rules philosophy. Why waste your time?
Martial Powers
There are many topics I would like to address, but I’ve got to start somewhere. Since the martial powers system is one of the first mackerels that slaps your suspension of disbelieve in the face I may as well start with it. It comes down to player decisions vs. character decisions. As it’s set up in the rules it’s the player that chooses to use a power such as Steel Serpent Strike based upon game tactical needs rather then the fighter choosing to press his advantage. If this 'power' is based on martial ability the fighter should be able to attempt Steel Serpent Strike however many times he needs to. As an encounter power it just doesn’t make sense in that context for the game world as it is. I need some way to justify this as a role playing decision rather than just a player tactical decision.
I’m sure I could make up some kind of bullcrap hand waving justification for why Steel Serpent Strike can only be used once per fight, but there are hundreds of these powers. I need to come of with a single unifying line of bull like the arcane spells have always had.
Ki
I’ve read here on EN World that the 4e designers have rejected the use of Ki as a power source. I think I can understand why. These martial powers are already 90% ki-like anyway. It would be just a combination of psionics and the martial power set.
So, good, this frees up the term for me to use. My solution is to replace the martial powers concept with the more mystical ki powers concept. Fighter, rogues & warlords become classes that have been trained in the mystical art of how to harness their internal ki. If a fighter decides to use his Spinning Sweep power then he’s expended his ki and can’t use that mystical power again until he rests. If he needs to knock another opponent down then he’ll have to stunt off of the system on page 42 of the DMG.
Treasure Parcels
Treasure parcels don’t work and will never work for the type of game I want to run or play. This concept can’t be saved and must be thrown out completely.
If an encountered monster uses a bow and that monster is defeated then the party now has that bow. The creature and its bow doesn’t just evaporate leaving behind a scroll and a +2 dagger. The creature may indeed have those items and if it has items that can be used to defend itself then it will most likely do so.
It’s up to the players how they go about acquiring their loot. If they’re skillful and lucky they may end up with more then a level’s worth of swag. Good on them. As the DM I’ll adjust. If they’re having rotten luck or have made poor choices that leave them with insufficient money for their level then I’ll have to adjust for that too. It’s part of how D&D has been played historically and I’m not going to give up on suspension of disbelief by using regulated treasure packets.
Why? You've tried to play it three times and to DM it once and you obviously still have big problems with its basic rules philosophy. Why waste your time?
I agree.
But if I had to give a single recommendation to the OP, I'd say cut the fluff text off the powers. 4E is already rules-before-roleplaying. Prescribing the PCs' actions in a fight is a step toward killing the few creative opportunities that remain.
If this 'power' is based on martial ability the fighter should be able to attempt Steel Serpent Strike however many times he needs to. As an encounter power it just doesn’t make sense in that context for the game world as it is. I need some way to justify this as a role playing decision rather than just a player tactical decision.
Treasure parcels don’t work and will never work for the type of game I want to run or play. This concept can’t be saved and must be thrown out completely.
If an encountered monster uses a bow and that monster is defeated then the party now has that bow. The creature and its bow doesn’t just evaporate leaving behind a scroll and a +2 dagger. The creature may indeed have those items and if it has items that can be used to defend itself then it will most likely do so.
Why? Because he wants to? Because tons of folks here on ENWorld and elsewhere love and enjoy this game and he is curious if he can get in on that action?
It doesn't bother me that people don't find 4e to their tastes. But there are so many folks who have a burning need to go out of their way to belittle a game they don't play . . . jeesh!
What it boils down to: 4e lacks out-of-combat powers.I'm puzzled when people claim 4e somehow limits their roleplaying in comparison to any previous edition of the game.
2) I tend to view martial encounter/daily powers as basically tricks, special maneuvers, etc, that are not only difficult to pull off but also rely a lot on chance to work. In that context, it's easy to see why you would only use an encounter power once per encounter: it's no easy task, and it's unlikely (but not impossible) that the chance to use it will arise again.
2. I strongly suggest you treat the power fluff as mere guidelines, and you describe it however you like. Do you Pull someone two squares? Maybe you grab the carpet he's on and yank, or maybe you jujitsu throw him forward, or maybe you kick him in the knee and he hobbles... but concentrate on what would be cool and cinematic, and not on the pre-existing description of the mechanical effect. (This is also a rule in the DMG, but I forget the page.)
A power’s flavor text helps you understand what happens when you use a power and how you might describe it when you use it. You can alter this description as you like, to fit your own idea of what your power looks like. Your wizard’s magic missile spell, for example, might create phantasmal skulls that howl through the air to strike your opponent, rather than simple bolts of magical energy.
You can even take it a step further than this (and this is how I, personally, justify daily martial powers). All you need to is assume that said powers don't just require chance, but very specific circumstances in which they're useful. The example I've used and seen used is the Ranger power split the tree. Suppose the character learned this technique of firing two arrows at two different targets when he was a child, learning to hunt quail. But it only works if the two quail are taking off at a set distance from each other. The same holds true for enemies. While on the board, in the abstract, it works on any two enemies, in-character it requires very specific sight lines. And these are circumstances that don't arise very often, but they happen to average maybe once every three to five fights--or once a "day."
Thus, when the player decides to use it, it's a decision the PC is making, yes; but it's also the game granting the player a tiny amount of narrative control over the world, in that he's stating "Okay, this is the one time that the foes happen to be at the proper angles."