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101 roleplaying descriptions justifying martial dailies
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<blockquote data-quote="tomBitonti" data-source="post: 4818416" data-attributes="member: 13107"><p>So ... I think a part of the problem is that 4E makes a very (very!) thin attempt to explain why dailies (and encounters) are limited (besides game balance). This is one of my strong criticisms of the edition: The reasoning behind the mechanics is hidden. There is a similar problem with Rituals, in that the listed rituals expose hardly any generating structure at all. There was a lot of richness in the magic system in 3.5E, and it's just gone in 4E. That is unfortunate, since rituals could have been a very rich subset of the game.</p><p></p><p>Going back to encounter and daily powers, I think a good approach would be to categorize <em>why</em> a power might have limited uses.</p><p></p><p>I can think of two general explanations.</p><p></p><p>1) Strain. The power is just too hard to use without a lot of effort. Rage falls in this category. Some spell-like effects could be like this.</p><p></p><p>2) Tricks. The power works as long as your opponent isn't on guard for it.</p><p></p><p>After a bit of thought, I keep wondering if the whole debate is unfortunate, in that it could have been avoided with the addition of the two keywords <em>Strain</em> and <em>Trick</em> (or perhaps, <em>Strain: Mental</em> and <em>Strain: Physical</em>), where any use of a <em>Strain</em> ability after the first imposes a cumulative -2 modifier to mental or physical checks of all sorts, and any use of a <em>Trick</em> was at a -4 penalty if used twice in someones view.</p><p></p><p>The addition of just that little bit of explanation allows all sorts of details to be added. For example, what happens if you use a trick on someone who knows the same trick?</p><p></p><p>Thx!</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 4818416, member: 13107"] So ... I think a part of the problem is that 4E makes a very (very!) thin attempt to explain why dailies (and encounters) are limited (besides game balance). This is one of my strong criticisms of the edition: The reasoning behind the mechanics is hidden. There is a similar problem with Rituals, in that the listed rituals expose hardly any generating structure at all. There was a lot of richness in the magic system in 3.5E, and it's just gone in 4E. That is unfortunate, since rituals could have been a very rich subset of the game. Going back to encounter and daily powers, I think a good approach would be to categorize [i]why[/i] a power might have limited uses. I can think of two general explanations. 1) Strain. The power is just too hard to use without a lot of effort. Rage falls in this category. Some spell-like effects could be like this. 2) Tricks. The power works as long as your opponent isn't on guard for it. After a bit of thought, I keep wondering if the whole debate is unfortunate, in that it could have been avoided with the addition of the two keywords [i]Strain[/i] and [i]Trick[/i] (or perhaps, [i]Strain: Mental[/i] and [i]Strain: Physical[/i]), where any use of a [i]Strain[/i] ability after the first imposes a cumulative -2 modifier to mental or physical checks of all sorts, and any use of a [i]Trick[/i] was at a -4 penalty if used twice in someones view. The addition of just that little bit of explanation allows all sorts of details to be added. For example, what happens if you use a trick on someone who knows the same trick? Thx! TomB [/QUOTE]
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