Burninator
First Post
I use my blah blah blah power, LOL. That's exactly the main reason I ended up getting fed up with playing that game. When you can do something lazily, you will. It's just human nature. Eventually it just became silly to try and narrate different ways to say the same thing occurs. I'd rather try to narrate a different thing, to achieve a different result, so that the narration isn't superfluous fluff, and part of the actual end result. In a sense, what I'm saying is : fluff should influence crunch. Essentially, as it always did before. If I push a table in front of the enemy, I don't need a power to impose that condition (slow), I just need a couple checks and a sensible plan approved by a sensible DM, and the cooperation of the dice. Removing the agency of any of those elements, such as the DM and the dice, and putting it all on the player who says "I use this power, which does this...now, hmm, how do I work back from the end result back to the cause of that result, to make it possible to narrate this retroactively".
Even Rodney Thomspon, the guy who's pushing this damage on a miss, seems to love how quick combat and asking for a few checks is a low more elegant and simpler, as well as more compelling and engaging an experience. It's odd that he sort of wants to go back to that mistake him and others made in 4e : Damage occurs, it's hard to explain how, because the weapon didn't touch the target, but anyway, just put it in there. It's like he selectively forgets all the other lessons about what Next is doing right, and why it works now where it didn't before.
I bet any money their internal playtesters will flag this mechanic as a bug in at least a few of the 24 ways that I've brought up, and if this community (or any, for that matter, I'm posting the list of bugs all over the place) has any influence, they should immediately concede at least 5 of the points that are objective mechanical problems with it that have nothing to do with forcing the use of a vague and senseless definition of HP (which this mechanic doesn't even reference by the way, so his explanation is a non-sequitur).
Even Rodney Thomspon, the guy who's pushing this damage on a miss, seems to love how quick combat and asking for a few checks is a low more elegant and simpler, as well as more compelling and engaging an experience. It's odd that he sort of wants to go back to that mistake him and others made in 4e : Damage occurs, it's hard to explain how, because the weapon didn't touch the target, but anyway, just put it in there. It's like he selectively forgets all the other lessons about what Next is doing right, and why it works now where it didn't before.
I bet any money their internal playtesters will flag this mechanic as a bug in at least a few of the 24 ways that I've brought up, and if this community (or any, for that matter, I'm posting the list of bugs all over the place) has any influence, they should immediately concede at least 5 of the points that are objective mechanical problems with it that have nothing to do with forcing the use of a vague and senseless definition of HP (which this mechanic doesn't even reference by the way, so his explanation is a non-sequitur).