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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="Mattachine" data-source="post: 5856547" data-attributes="member: 6678226"><p>Using the guidelines from page 42 to allow PCs to perform stunts and ad hoc powers is great and I do this a lot in 4e. I also use the "terrain powers" and stunts from the DMG2 to great effect. Adventures published after the Essentials line frequently offer examples and suggestions as well (VERY MUCH in the tradition of AD&D). </p><p></p><p>Using these guidelines, though, makes such special maneuvers good, but not as good as actually powers that do the same thing. The maneuver will do a little less damage, won't benefit from feats and class features, and might not benefit from magic weapons and items that improve attacks. </p><p></p><p>In other words, p.42 and the DMG2 provide a way to perform stunts and improvised actions that works side by side with the powers system. I am reminded of Mike Mearls baby, Iron Heroes. That system had a feat tree system to allow characters to perform amazing combat abilities, and also had a stunt system. You could accomplish just about anything with the stunt system, but it wouldn't be quite as good as a PC that had the relevant set of feats. </p><p></p><p>This doesn't have to be either defined abilities OR freeform stunts. They can nicely coexist.</p></blockquote><p></p>
[QUOTE="Mattachine, post: 5856547, member: 6678226"] Using the guidelines from page 42 to allow PCs to perform stunts and ad hoc powers is great and I do this a lot in 4e. I also use the "terrain powers" and stunts from the DMG2 to great effect. Adventures published after the Essentials line frequently offer examples and suggestions as well (VERY MUCH in the tradition of AD&D). Using these guidelines, though, makes such special maneuvers good, but not as good as actually powers that do the same thing. The maneuver will do a little less damage, won't benefit from feats and class features, and might not benefit from magic weapons and items that improve attacks. In other words, p.42 and the DMG2 provide a way to perform stunts and improvised actions that works side by side with the powers system. I am reminded of Mike Mearls baby, Iron Heroes. That system had a feat tree system to allow characters to perform amazing combat abilities, and also had a stunt system. You could accomplish just about anything with the stunt system, but it wouldn't be quite as good as a PC that had the relevant set of feats. This doesn't have to be either defined abilities OR freeform stunts. They can nicely coexist. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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