RangerWickett
Legend
I dunno. Somehow 3rd edition was fine to me when fighters pretty much just did a "basic attack" each round. But 4th edition's attempts to make every round have a special move makes special moves not be special. I expect that in my system normally players will just have one or two baselines that they stick to, and they'll only get creative when the situation calls for it.
Re: LostSoul. Sure.
DM - Room full of baddies. Wizard at back, protected by a tiger. Soldiers in front. One soldier has two swords and looks bad-ass.
PC 1 (dreadnought) - I move to get within reach of as many soldiers as possible, then combat surge (+2 PR) and whirlwind attack.
DM - You hit and bloody three of them. [[I use a variant minion rule.]]
PC 2 (duelist) - I engage the swordsman, positioning myself so it's harder for him to get around me to the archer. I attack him with my main hand and off hand weapon. DM - You deliver grazing blows, but he seems unperturbed.
PC 3 (archer) - I shoot the wizard, then move to cover. DM - The wizard grimaces and shouts at you.
PC 4 (assassin) - I can't make it to the wizard this round, so I'll throw 3 shuriken at three of the soldiers the dreadnought hit. Do they die?
DM - You hit two, and yes, they die.
PC 4 - Okay, now I move up beside the dreadnought.
DM - The surviving soldiers swarm the dreadnought. The swordsman attacks the duelist and hits for a lot. The wizard traps the archer in a ring of fire, then sends out his tiger. The beast pounces upon the dreadnought and knocks him prone, clawing at your face.
Round Two
PC 1 - I wrestle the tiger. Heck, I'm not using my move action for anything else. Combat surge again, then grab attack and restrain.
DM - It's restrained.
PC 1 - Great. Assassin, you'd better kill this damned thing.
PC 2 - Keep fighting. Same as last round, and then I shift slightly closer to the wizard.
DM - Your light hits get through. He's starting to look worried, but he's not bloodied.
PC 3 - I'm in a ring of fire? I can't see? Well, I just heard the sword fight, so I'll careful aim, and shoot at the swordsman.
DM - You hit, and he's bloodied.
PC 4 - The tiger grants combat advantage? Ok, I'll combat surge as a minor action, and go for a wounding attack. Then, I'll move action to combat surge again, action point, and go for another wounding attack.
DM - The slashes bleed nastily, but the huge tiger doesn't seem to care too much. (Maybe RangerWickett needs to increase the damage wounding does, or make it cheaper to select.)
PC 4 - Well, this is just a playtest.
... And from there the fight continues.
I guess I can't quite put my finger on how that's different than 4e as I've played it. Maybe it's that 4e is in love with adding conditions for a round or two. Maybe it's that the power system encourages you to use 'special moves' that aren't appropriate or helpful, simply because they deal more damage.
Re: LostSoul. Sure.
DM - Room full of baddies. Wizard at back, protected by a tiger. Soldiers in front. One soldier has two swords and looks bad-ass.
PC 1 (dreadnought) - I move to get within reach of as many soldiers as possible, then combat surge (+2 PR) and whirlwind attack.
DM - You hit and bloody three of them. [[I use a variant minion rule.]]
PC 2 (duelist) - I engage the swordsman, positioning myself so it's harder for him to get around me to the archer. I attack him with my main hand and off hand weapon. DM - You deliver grazing blows, but he seems unperturbed.
PC 3 (archer) - I shoot the wizard, then move to cover. DM - The wizard grimaces and shouts at you.
PC 4 (assassin) - I can't make it to the wizard this round, so I'll throw 3 shuriken at three of the soldiers the dreadnought hit. Do they die?
DM - You hit two, and yes, they die.
PC 4 - Okay, now I move up beside the dreadnought.
DM - The surviving soldiers swarm the dreadnought. The swordsman attacks the duelist and hits for a lot. The wizard traps the archer in a ring of fire, then sends out his tiger. The beast pounces upon the dreadnought and knocks him prone, clawing at your face.
Round Two
PC 1 - I wrestle the tiger. Heck, I'm not using my move action for anything else. Combat surge again, then grab attack and restrain.
DM - It's restrained.
PC 1 - Great. Assassin, you'd better kill this damned thing.
PC 2 - Keep fighting. Same as last round, and then I shift slightly closer to the wizard.
DM - Your light hits get through. He's starting to look worried, but he's not bloodied.
PC 3 - I'm in a ring of fire? I can't see? Well, I just heard the sword fight, so I'll careful aim, and shoot at the swordsman.
DM - You hit, and he's bloodied.
PC 4 - The tiger grants combat advantage? Ok, I'll combat surge as a minor action, and go for a wounding attack. Then, I'll move action to combat surge again, action point, and go for another wounding attack.
DM - The slashes bleed nastily, but the huge tiger doesn't seem to care too much. (Maybe RangerWickett needs to increase the damage wounding does, or make it cheaper to select.)
PC 4 - Well, this is just a playtest.
... And from there the fight continues.
I guess I can't quite put my finger on how that's different than 4e as I've played it. Maybe it's that 4e is in love with adding conditions for a round or two. Maybe it's that the power system encourages you to use 'special moves' that aren't appropriate or helpful, simply because they deal more damage.