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4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="JamesonCourage" data-source="post: 5864386" data-attributes="member: 6668292"><p>I'll try to be more clear.</p><p></p><p></p><p>You've used two examples of mine... I'll mention the third below. I don't know if you left it out because it goes against your point or if you forgot it, but it's exactly the example to use against your point.</p><p></p><p>As for the other two examples, I'm showing how Awesome is represented in long odds and low frequency, which the third example is a paragon in expressing.</p><p></p><p></p><p><em>No, it's not!</em> That's my point! Blake losing both of his eyes? That was a 0.1% chance. It happened, and it was awesome. And you know what? He lost one eye that fight (daily? encounter?), <em>and then the other one on a different attack</em>. I've expressed exactly what I've wanted to, I feel:</p><p></p><p>This is the exact thing you're saying I didn't say. His eye <em><u>was</u></em> lost on two different attacks. One eye, then the other. I said so in the post I first mentioned it.</p><p></p><p>Give me that 20% chance to push someone again, or 25% chance to knock them down, and so on. The first attack is with no penalty, remember (so not 5%), and the second might be as low as 5%. And that's if the second attack is at 5%; sure, it <em>can</em> get as low as 5%, but doesn't need to. The rest of the time, we'll both be doing cool stuff. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>How wouldn't this be accomplished with a penalty on encounter powers? I mean, if I use an attack that has a 60% chance of landing, which is better to use next, another attack at 60% (a second encounter, at will, or an unused daily), or the same attack at 35% chance to succeed?</p><p></p><p>If you're playing him at full throttle, I assume you're going for the mathematically better option (that's what it sounds like with Hussar, at least). That means you likely won't be choosing to take that 35% chance unless it's the best chance you have of success, <em>which is what I want</em>. That is, I want it to be "I'll use Attack A, Defense N, Attack B, Attack C... oh crap, he's going to get to Ally X if I don't stop him, and while Attack D deals more damage, I don't think it'll drop him. It's a long shot, but Attack B can immobilize him long enough for Ally X to get away... here we go!"</p><p></p><p></p><p>This seems like the modifiers need to be kept in check. That is, no giant bonuses or stackable bonuses to attack rolls when we have flatter math, no highly powered broken "immobilize" power, etc. Keep those in check, and you should be able to use a second, mathematically inferior but more conditionally appropriate power again. Instead of "I use Attack D, he takes more damage, and gets to my ally; I wish I could have at least <em>tried</em> to use Attack B again!" As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5864386, member: 6668292"] I'll try to be more clear. You've used two examples of mine... I'll mention the third below. I don't know if you left it out because it goes against your point or if you forgot it, but it's exactly the example to use against your point. As for the other two examples, I'm showing how Awesome is represented in long odds and low frequency, which the third example is a paragon in expressing. [I]No, it's not![/I] That's my point! Blake losing both of his eyes? That was a 0.1% chance. It happened, and it was awesome. And you know what? He lost one eye that fight (daily? encounter?), [I]and then the other one on a different attack[/I]. I've expressed exactly what I've wanted to, I feel: This is the exact thing you're saying I didn't say. His eye [I][U]was[/U][/I] lost on two different attacks. One eye, then the other. I said so in the post I first mentioned it. Give me that 20% chance to push someone again, or 25% chance to knock them down, and so on. The first attack is with no penalty, remember (so not 5%), and the second might be as low as 5%. And that's if the second attack is at 5%; sure, it [I]can[/I] get as low as 5%, but doesn't need to. The rest of the time, we'll both be doing cool stuff. As always, play what you like :) How wouldn't this be accomplished with a penalty on encounter powers? I mean, if I use an attack that has a 60% chance of landing, which is better to use next, another attack at 60% (a second encounter, at will, or an unused daily), or the same attack at 35% chance to succeed? If you're playing him at full throttle, I assume you're going for the mathematically better option (that's what it sounds like with Hussar, at least). That means you likely won't be choosing to take that 35% chance unless it's the best chance you have of success, [I]which is what I want[/I]. That is, I want it to be "I'll use Attack A, Defense N, Attack B, Attack C... oh crap, he's going to get to Ally X if I don't stop him, and while Attack D deals more damage, I don't think it'll drop him. It's a long shot, but Attack B can immobilize him long enough for Ally X to get away... here we go!" This seems like the modifiers need to be kept in check. That is, no giant bonuses or stackable bonuses to attack rolls when we have flatter math, no highly powered broken "immobilize" power, etc. Keep those in check, and you should be able to use a second, mathematically inferior but more conditionally appropriate power again. Instead of "I use Attack D, he takes more damage, and gets to my ally; I wish I could have at least [I]tried[/I] to use Attack B again!" As always, play what you like :) [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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