Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BobTheNob" data-source="post: 5855151" data-attributes="member: 82425"><p>Given. But why, in a game that players can basically attempt anything they like, have powers at all? (Well, for martial pursuits at least)</p><p></p><p>Sure they give structure, and they give clear delineation of what is and isnt possible, and give guidelines for determining probability. Great. But why have that in a "power" structure? Why not just give it to the players in the first place? Yes, let them grow and get "better" at certain maneuvers, but why does this have to be powers and why do we need some semi-vancian wrapper on it?</p><p></p><p>Why do I need a power called "Wolf Strike" that allows me a shift when I hit and a different power called "Bladed step" which does exactly the same thing (presumably different classes) when I can just have rules dictating how to combine shifting with striking? Then if a player (fighter) wants to get better at this, he invests in something which improves its base capability. For instance (spitballing ideas) shift and strike could draw AOP from targets other than the one you are shifting past, but with investment it becomes a true shift and therefore doesnt draw AOP at all.</p><p></p><p>In this way we say that there is a base list of maneuvers that anyone can try, but the truely great just do the same maneuvers better. In this way, we reward the martialist, whilst keeping him distinct from spell casters, as we are not dumping them into caster power structures. We allow everyone tp attempt things they are not necessarily trained in, not because as DM's we can make the exception for them (Forcing rule deviation) but because its the norm that anyone jis just allowed to try.</p><p></p><p>I just dont think its a good thing that we need a disclosure allowing DM's to make exceptions when we could just make the rule encompassing enough that the exceptions are not required in the first place.</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5855151, member: 82425"] Given. But why, in a game that players can basically attempt anything they like, have powers at all? (Well, for martial pursuits at least) Sure they give structure, and they give clear delineation of what is and isnt possible, and give guidelines for determining probability. Great. But why have that in a "power" structure? Why not just give it to the players in the first place? Yes, let them grow and get "better" at certain maneuvers, but why does this have to be powers and why do we need some semi-vancian wrapper on it? Why do I need a power called "Wolf Strike" that allows me a shift when I hit and a different power called "Bladed step" which does exactly the same thing (presumably different classes) when I can just have rules dictating how to combine shifting with striking? Then if a player (fighter) wants to get better at this, he invests in something which improves its base capability. For instance (spitballing ideas) shift and strike could draw AOP from targets other than the one you are shifting past, but with investment it becomes a true shift and therefore doesnt draw AOP at all. In this way we say that there is a base list of maneuvers that anyone can try, but the truely great just do the same maneuvers better. In this way, we reward the martialist, whilst keeping him distinct from spell casters, as we are not dumping them into caster power structures. We allow everyone tp attempt things they are not necessarily trained in, not because as DM's we can make the exception for them (Forcing rule deviation) but because its the norm that anyone jis just allowed to try. I just dont think its a good thing that we need a disclosure allowing DM's to make exceptions when we could just make the rule encompassing enough that the exceptions are not required in the first place. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
Top