Balesir
Adventurer
Huh? Why would you think that? None of the power descriptions in 4E have the rider "...and this power may be used in no other way - all uses other than the precise mechanical effects defined are forbidden". Sure, there is the "bag of rats" rule - but that's specifically because players *can* elect to use powers in innovative, non-standard ways. A major advantage of giving specific mechanical effects for game elements is that the players thus get a pretty good idea of what the power is capable of doing in game terms, and not in ambiguous game-world terms. Can the power do other stuff? Quite possibly - but not more in game terms than the definition provides. That way we get to play the mechanical parts of the game as a game, with clear rules, rather than a "who can blag the DM best this week?" contest.If Instant Friends was given a mechanically precise effect (such as, say, +2 to Diplomacy/Bluff/Intimidate for the duration of the effect) then the power would only be useful when mechanically worthwhile (ie, social skill challenges) to use.
And written in a different way it couldn't because?...As is, while it certainly does seem most useful in social skill challenges, it has plenty other roleplay application in scenarios that don't rely on mechanics at all. Not every conversation is a social skill challenge, nor every verbal confrontation. Yet, Instant Friends, as written now, could see use to benefit the party in these situations.
I think you must speak some variant of English I'm not familiar with.As soon as you impart mechanics into an ability, you are very clearly saying that the ability is of no value except when the mechanics matter.
No, we're talking about whether DMs should need to give judgement calls for unusual or creative uses of a game element, or for all uses of a game element. The first is natural and expected - the second is sloppy, unhelpful game design.Isn't that exactly what we're talking about when people worry about the DM's ruling making this spell a "win button" or totally ineffective?
How do existing game elements (powers, feats, items, etc.) prevent creativity? Giving no definite effect to a power might be seen as forcing more creativity, I suppose - since without it the power is worthless - but giving some definite effects does not rule out the possibility of others, surely?I think it allows for more creativity on the part of the people playing the game.
Say I change the power as follows:
Instant Friends
Your magic infuses your words with the power of persuasion, clouding a creature's mind and tricking it into thinking of you as its dearest friend.
Daily * Arcane, Charm, Enchantment
Standard Action______Ranged 10
Requirement: The power may not be used on an enemy.
Target: One Creature that is not an enemy.
Effect: The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level.
If the saving throw succeeds, this power has no effect. The Target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.
On a failed saving throw, neither you nor your allies will become an enemy of the target until the effect of the power ends. The target of this power may not target any non-enemy with an attack until the effect ends. While the effect persists, provided you have a means to communicate with the target, you may use a Standard Action to make a Bluff check at +5 against the target’s Passive Insight to do any of the following:
- Slide the target 2 squares, provided that such movement does not enter hindering terrain.
- Have the target use Aid Another to help you in a task of your choice.
- Ask the target a question, which it will answer truthfully if it knows the answer. If the nature or role of the target does not indicate that it must know the answer to your question it should make a saving throw – a success means that it does know the answer, a failure that it does not.
Afterward, the target doesn't remember that you used this power on it.
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How does that prevent creative uses as well as those defined in the effects?