Wormwood
Adventurer
kind of like saying that anyone who writes a sentence is being clever because monkeys cannot do it.
ಠ_ಠ
kind of like saying that anyone who writes a sentence is being clever because monkeys cannot do it.
So, in your opinion, what would count as doing something clever in 4e?
So, in your opinion, what would count as doing something clever in 4e?
Um, I think you have me confused with [MENTION=336]D'karr[/MENTION], who provided the "Do Something Cool" and "Do Something Cooler" cards. I was just expressing my relief that the open-ended and patently-abusable-with-DM-connivance spells from older editions are no longer a "feature" that I have to deal with.Seriously, this is how I view your At Will "something cool" power as well.
The cool thing about illusions was that although they could be a bit nebulous, there were some rules for how a DM should handle them and how NPCs could react with them, so regardless of whether the DM was heavily persuaded or not, he at least had adjudication rules to guide him. And the bottom line was that something cool could come out of it in game.
I don't see that with your "you can do anything you want as long as the DM agrees" something cool powers.
The very thing that you are complaining about here, you created your own house rules to mimic, just not with illusions.
Completely aside from the fact that this seems to have worked far more effectively that I would personally consider to be "realistic", I have seen similar tactics in 4E when fighting large monsters (which are actually sufficiently taller than the PCs to make for significant scope to have poison clouds, darkness and so on affect the large creatures but not the party) and larger. But I suppose that doesn't count, as 4E has specific "spaces" occupied by both creatures and spell effects, so such things, "clever" in earlier rulesets, become merely "playing the system" in 4E, hmm?I consider 'out of the box' thinking to be things like in 2E where a Gnome PC cast Darkness 3 feet off the ground and then went around attacking his foes with no vision penalties. The medium sized monsters couldn't see and didn't know that below them, vision was just fine until real late in the encounter and then they got a different penalty for crouching down below the darkness once they figured it out. The PC was able to hold off an entire room of monsters while the rest of the party was fighting nearby.
LOL! Such a high bar set for "clever" heretofore, but now it's just "avoiding being utterly dumb"!Actually, I'll give you an example.
Say that a given player has a melee PC and he intends to go into flank and attack a foe. When his turn comes up, he realizes that if he moves into the flank square, his PC will be open to a large number of attacks by the enemies. Instead of flanking the foe, he instead moves to a non-flank square and attacks, thereby forcing the enemies to spread their attacks amongst the PCs instead of getting focused fire on a single PC.
I consider this clever because many players would never see this and would with very little real thought on it, take the flank and have their PC get crushed, and because it forces the NPCs to not have access for one round to one of the best tactics of the game, focused fire.
The idea that "clever" play is possible only if the rules do not cover as many possibilities as needed for players to easily find areas to be "clever" in is... intriguing. I think I'll stick to valuing creative and intelligent play within the rules as a priority, thanks.
LOL! Such a high bar set for "clever" heretofore, but now it's just "avoiding being utterly dumb"!
It's entertaining, I suppose.
Oh, I can make mistakes with the best in that business, but the whole area of threats and counter-threats of flanking is just a work-a-day part of the tactical tapestry in our games. Considering what flanks you can get or threaten, and what flanks could be got or threatened against you, is all part and parcel of play, so making a really big hash of it is relatively rare.I wonder how many times as a player or DM that you had a character do something that wasn't a good tactical move and only saw the reason it wasn't after the fact? Or are you one of those perfect people who never make tactical mistakes? It's clever when someone sees it coming ahead of time, regardless of your inability to see it, and regardless of your armchair assessment that someone doing something truly clever like anticipating the future actions of the monsters and preventing them as just avoiding being dumb. You must be an awesome tactical player if something that most players can rarely do is mundane for you.
Oh, I can make mistakes with the best in that business, but the whole area of threats and counter-threats of flanking is just a work-a-day part of the tactical tapestry in our games. Considering what flanks you can get or threaten, and what flanks could be got or threatened against you, is all part and parcel of play, so making a really big hash of it is relatively rare.