lutecius
Explorer
Because crits don't happen exactly once per day, when a player says so. Critical hits effectively model luck/external circumstances, they can happen several times per encounter or not at all.I posted this in the other thread, but I feel it qualifies universally:
Why are we needing to bend over backwards to explain Fighter dailies, when there is so much that we just "accept" that doesn't cause narrative blockage?
Take critical hits. We just "accept" that because the die comes up 20, that whoever attacked gets buckets of damage (and for some people, even more special effects). We just handwave it as "a lucky hit/a great attack" and move on. But really, if a fighter could, every swing would be a crit; he'd do the same thing he did when he rolled the 20, so why is the crit different? Because we accept the gamist notion of a roll of 20.
Sneak attack damage is another. Why is it we just handwave the rogue's sneak attack damage as just "Well knows how to go for the kidneys" or "It was a lucky hit". But he would be trying to do that every round. So sneak attacks necessitate a circumstance occuring, we all accept that.
Not to mention the ranger's extra damage die just for hitting a guy he said "You're it" a round ago.
Why can't Fighter dailies just be "the crit of the day"?
Likewise, sneak attack opportunities are dictated by combat circumstances, not artificially limited. A rogue can attempt to set up more than one per fight and have a chance to succeed
Apparently you don't understand the issues some of us have with encounter/daily powers. At all.
For some players it was good enough until 4e. And I don't think dnd has ever been a storytelling game either. Aside from the strategy aspect, many play it for immersion. They want to "live the story" rather than write it.Player driven vs character driven? Is this really even an important distinction?
D&D is a story fundamentally a story telling fantasy adventure game, and it's the players that always tell the story. All the decisions that players make for their characters are drawn from a mixture (of different ratios) of how they imagine their character, how they want their character to progress, and how to create an enjoyable story, and how effective they want to be at the game.
Like it or not, but every choice we make in the game is a player choice, not a character choice. This includes encounter powers, daily powers, at-will powers, skill rolls, and the vast majority of actions that players decide their characters will perform.
The game is full of rules, and players can take the rules and mechanics and describe them in narrative terms. Isn't that part of the fun? Players are storytellers.
Encounter powers and Daily Powers are not realistic. They are dramatic and cinematic. They make a good story. They make a poor simulation, but that's ok. This isn't a good simulation game anyway.
Also, dramatic and cinematic scenes in a fiction are entertaining because they surprise the viewer/reader. Predictable actions happening exactly once per encounter/day, when the player decides don't. I don't think narration dictated by strategic choices makes particularly good stories anyway.
A few questions:
1. Are you okay with "encounter/daily use restrictions" on magical abilities?
2. If so, what's the "fluff reason" that justifies the use restrictions on magical abilities?
3. Why can't that same "fluff reason" be applied to martial powers?
Because most of the stuff you mention is magical. Quirky magical powers are easier to accept because magic doesn't exist IRL. And even then, many find Vancian magic counterintuitive, hence the variants in previous editions (Sorcerer, Psionics, Unearthed Arcana point system.)There are so many things in older editions that are just as difficult to put into fluff but are believed and accepted. Some examples:
A spellcaster can cast a level 8 spell, but not an additional two 3rd level spells instead without the proper spell.
A paladin can cast Remove Disease once a week and not once per day.
Skill Tricks can be used only once per encounter.
The reason for those rules is and has always been balance. You can put fluff around it, and we all did all those years. But if we did that, why is it so hard for some of us to find some believability in the already existing fluff for martial dailies?
I cannot wrap my head around it.
3e may also have a few hard-to-explain "martial dailies" and once per encounter abilities, but they are pretty scarce. In 4e, it's a core mechanic for every f



You're missing the cause-and-effect relationship here.Only if people actually playing the game have a problem with it no?
I have a hard time buying the 'issue' when several of those persisting that it is an issue don't play the game.
So what's your point? Only 4e lovers should post in threads like this one?If you can't approach the game in the spirit is it written and can't enjoy it, your perspective isn't going to change enough to make it worth playing. [...] If the game's not for you, like the ole song by All American Rejects, Move Along.