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4E being immune to criticism (forked from Sentimentality And D&D...)
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<blockquote data-quote="ExploderWizard" data-source="post: 4557154" data-attributes="member: 66434"><p>The concept of taunting for effect is not new to the game. Roger Moore wrote up such an ability for the jester class back in Dragon Magazine issue # 60.</p><p> </p><p>The ability was designed with a bit of thought and care. Using thier wit jesters could raise the morale of allies and lower the morale of enemies at the same time. There were limitations on the use of the power which made sense and thus the entire power made more sense.</p><p> </p><p>A creature had to be able to understand the jester's language. Mindless undead and golems were of course immune because insulting a creature without a mind makes no sense. </p><p> </p><p>This is where 4E powers fail. They simply work in situations where it makes no sense for them to do so. Instead of having to wait for an actual opportunity to use an ability, we just say that joebob can "find an opening" once per day, per fight or whatever. Having to come up with a reason of why it works after the fact is what makes the play seem so board gamey.</p><p> </p><p>The players are in effect saying that what happens on the grid is of the utmost importance and the action taking place in the imagination can be slapped together to fit what happened on the grid. You could play a game of Talisman in such a way and call it a role playing game.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4557154, member: 66434"] The concept of taunting for effect is not new to the game. Roger Moore wrote up such an ability for the jester class back in Dragon Magazine issue # 60. The ability was designed with a bit of thought and care. Using thier wit jesters could raise the morale of allies and lower the morale of enemies at the same time. There were limitations on the use of the power which made sense and thus the entire power made more sense. A creature had to be able to understand the jester's language. Mindless undead and golems were of course immune because insulting a creature without a mind makes no sense. This is where 4E powers fail. They simply work in situations where it makes no sense for them to do so. Instead of having to wait for an actual opportunity to use an ability, we just say that joebob can "find an opening" once per day, per fight or whatever. Having to come up with a reason of why it works after the fact is what makes the play seem so board gamey. The players are in effect saying that what happens on the grid is of the utmost importance and the action taking place in the imagination can be slapped together to fit what happened on the grid. You could play a game of Talisman in such a way and call it a role playing game. [/QUOTE]
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