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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="Buugipopuu" data-source="post: 5856226" data-attributes="member: 41173"><p>AEDU just trades "I attack I attack" for players rattling the same sequences of encounter powers in every fight, which is hardly more interesting after a couple of encounters, and is stupid from a world building perspective (It implies that 'an Encounter' exists as a well-defined entity within the world, and people are aware of them beginning and ending, you may as well have Final Fantasy-style swirly battle transitions. It also means that no matter what skills you learn, or where you're getting your power from, everything you can do is always in one of three highly granular levels of frequency).</p><p></p><p>Bot9S did it slightly better by adding recovery methods, although its fluff limited its applicability. Recovery methods are where it's at. Ideally everything is either at-will or expendable once until recovered. Different characters can have different recovery methods, meaning we don't have ADEU's problem that every character is the same with different fluff. Martial characters would generally recover by fulfilling certain conditions (possibly class/stance dependant), like 'enemy attacks someone other than you while you threaten them', 'scores a critical hit' or 'enemy tries to retreat', or for more stealth-focussed characters, for gaining positional advantages ('flank an enemy', 'successfully distract an opponent', 'begin and end a combat round without being detected') while magical characters would re-prepare their spells, with the possibility for risky in-combat casting straight from their spellbooks (in the Wizard's case) or beseeching their deity for extra ad-hoc power (in the Cleric's case).</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 5856226, member: 41173"] AEDU just trades "I attack I attack" for players rattling the same sequences of encounter powers in every fight, which is hardly more interesting after a couple of encounters, and is stupid from a world building perspective (It implies that 'an Encounter' exists as a well-defined entity within the world, and people are aware of them beginning and ending, you may as well have Final Fantasy-style swirly battle transitions. It also means that no matter what skills you learn, or where you're getting your power from, everything you can do is always in one of three highly granular levels of frequency). Bot9S did it slightly better by adding recovery methods, although its fluff limited its applicability. Recovery methods are where it's at. Ideally everything is either at-will or expendable once until recovered. Different characters can have different recovery methods, meaning we don't have ADEU's problem that every character is the same with different fluff. Martial characters would generally recover by fulfilling certain conditions (possibly class/stance dependant), like 'enemy attacks someone other than you while you threaten them', 'scores a critical hit' or 'enemy tries to retreat', or for more stealth-focussed characters, for gaining positional advantages ('flank an enemy', 'successfully distract an opponent', 'begin and end a combat round without being detected') while magical characters would re-prepare their spells, with the possibility for risky in-combat casting straight from their spellbooks (in the Wizard's case) or beseeching their deity for extra ad-hoc power (in the Cleric's case). [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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