Balesir
Adventurer
Feel free, but I already have what I need for a 4e implementation, thanxMight be worth starting a new thread on this as an idea...

Feel free, but I already have what I need for a 4e implementation, thanxMight be worth starting a new thread on this as an idea...
I'm not being defensive. I'm just concerned that the designers and too many of those playtesting think that a "tactical rules module" will cover the 4E fell adequately. That is an extremely shallow approach to take.
Can you explain what this means? I still don't understand it. How does Tide of Iron give a player more "narrative control" than Charm Person?
Can you explain what this means? I still don't understand it. How does Tide of Iron give a player more "narrative control" than Charm Person?
That's actually a good point, and shows how everything - from the durations of effects to the nature of what spells do to the way monsters and NPCs are statted up - is removed from measurements that have meaning in the game world but no meaning in the actual play of the game (i.e. in the "real" world). Having game-time durations (rather than "until the end of the encounter" or some such) in practice just means that as GM I have to "turn it off" at some arbitrary point. So it all comes down to whether I think the characters "should" succeed or not, again. With 4e, not only do I not need to make this sort of sour call when I'm GMing, the players can make decisions based on durations that they can rely upon, rather than hoping that my idea of what the characters can do in X "game minutes" is the same (or more generous) than their idea of the same.To the now-ongoing list, I would also add the pacing changes that Encounter-based resources and adding Healing Surges to the game allows. Though the game didn't spell it out, this is a dial and very easily turned via the ambiguous definition of "Extended Rest."
Because of the loose coupling between the power and the in-game effect. A player gets to/has to describe the special effect of the power -- how it appears, what is happening, how the surroundings and inhabitants act/react to cause the effect. That is the extra narrative control granted to/forced on players.
I can't speak for exactly what the Jester means here, but I might add that it has something to do with everyone potentially having access to more narrative control than before (*if* they want it), not just the ones wearing the "magic" hats.
Can you show me an example? I'm looking through the Player's Handbook right now, and all the powers have flavor text that explain what they're supposed to represent.
Can you show me an example of something that gives a non-magic character more narrative control than before? Can you show me an example of something that gives a magical character more narrative control than before?
The player's handbook also specifically spells out that you are allowed and in fact encourage to alter this to suit. The default flavour presentation of these things is intended as a suggestion. It's fairly explicit.Can you show me an example? I'm looking through the Player's Handbook right now, and all the powers have flavor text that explain what they're supposed to represent.
PHB Page 54-55. said:Flavor Text
The next section of a power description gives a brief explanation of what the power does, sometimes including information about what it looks or sounds like.
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.
When you need to know the exact effect, look at the rules text that follows.
Pick a non-magical power. Most of them grant a non-magical character more narrative control than any previous edition has allowed them. You get to pick your moment to (try to) make something happen, much as spellcasters have always done.Can you show me an example of something that gives a non-magic character more narrative control than before?
The fact that the powers explicitly allow you to reflavour them give everyone more narrative say-so than they had before.Can you show me an example of something that gives a magical character more narrative control than before?
I'll avoid the poster child (CaGI) and stick with Tide of Iron. Tide of Iron, from memory, damages and moves the opponent on a successful hit. That effect is described as a shove but could just as easily be the opponent is knocked a bit off balance and shifts on his own accord to recover safely or a knick in the thigh that forces the opponent to involuntarily jump back, fancy footwork that causes the opponent to shift opening a hole in his defence and allowing the hit, or pretty much any other combat move / opponent response that provides the required mechanical effect.
Magic Missiles may be screaming skulls, iridescent translucent darts, or blaster fire from the palm of the mage. And that can shift round to round at the player's whim.
Ah, okay. So when you say "narrative," you literally mean "narration," as in the player gets to narrate what happens in-world, even though it doesn't actually change the outcome.The fact that the powers explicitly allow you to reflavour them give everyone more narrative say-so than they had before.