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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="Ahnehnois" data-source="post: 5854566" data-attributes="member: 17106"><p>The whole "daily" and "encounter" limitation idea is an absolute nightmare and needs to be gone from any kind of nonmagic ability and limited as much as possible with magic. An actual fatigue system that drained the characters as they fight would be fine, but I doubt we'll see that anywhere near the core.</p><p></p><p>The idea that a character sheet needs to be filled with dozens of highly specific abilities is nonsensical and makes it pretty difficult to actually play the game.</p><p></p><p>Some kind of concept of out-of-turn actions and active defense would be helpful. It would also be nice if the rules described actions other than "I attack" well (combat maneuvers in PF terminology, as well as combat reactions and combat exploits in TB terminology), just not in the class descriptions. The class descriptions should tell you how fighters deflect blows better than anyone else, how rogues stab people in the back more viciously than anyone else, and how barbarians channel their rage better than anyone else. A good fighter should be not only powerful, but versatile and simple.</p><p></p><p>There is probably a place for the wuxia-type quasi-supernatural abilities, but a 1st level core fighter is not it. Indeed, I think a nice ki-based system of hyperreal martial arts would be a great foundation for an "Oriental Adventures" or equivalent (but still not balanced by daily use limitations). It's very important that different characters have different mechanics.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5854566, member: 17106"] The whole "daily" and "encounter" limitation idea is an absolute nightmare and needs to be gone from any kind of nonmagic ability and limited as much as possible with magic. An actual fatigue system that drained the characters as they fight would be fine, but I doubt we'll see that anywhere near the core. The idea that a character sheet needs to be filled with dozens of highly specific abilities is nonsensical and makes it pretty difficult to actually play the game. Some kind of concept of out-of-turn actions and active defense would be helpful. It would also be nice if the rules described actions other than "I attack" well (combat maneuvers in PF terminology, as well as combat reactions and combat exploits in TB terminology), just not in the class descriptions. The class descriptions should tell you how fighters deflect blows better than anyone else, how rogues stab people in the back more viciously than anyone else, and how barbarians channel their rage better than anyone else. A good fighter should be not only powerful, but versatile and simple. There is probably a place for the wuxia-type quasi-supernatural abilities, but a 1st level core fighter is not it. Indeed, I think a nice ki-based system of hyperreal martial arts would be a great foundation for an "Oriental Adventures" or equivalent (but still not balanced by daily use limitations). It's very important that different characters have different mechanics. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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