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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Special Ability PER Encounter stinks...
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<blockquote data-quote="jonrog1" data-source="post: 3750113" data-attributes="member: 189"><p>At least in SWSE, there are multiple ways to regain a "per Encounter" ability -- which in SWSE basically boils down to spiffy Force powers -- in the middle of combat. Take a full round to recharge, there are a few feats and talents, etc. In the example above, there would be a couple ways to "recharge" in the middle of the chaos, and they would require as much tactical thought as knowing when to drop behind cover and reload while in squad-level combat. Which, to me, is a good thing. I personally don't find it more "cinematic", just easier to track and more fun.</p><p></p><p>If you <em>enjoy</em> trying to guess how many combats you<em> might</em> have before you get to imaginary sleep after 12 hours of adventuring, then no, the system may not be for you. If you want some sort of ticking shot-clock (shudder), then no, not for you. But if you are vaguely annoyed at having held back your spiffy character abilities just in case the big fight is later, and it's not, and you stood around and let all the other PC's have all the fun for the combats that did happen, then this system is probably preferable. "Everybody gets to do their signature cool stuff every encounter" is to me some nice game design.</p><p></p><p>Also, I'd suggest we stop using "computer-game like" as an insult. Computer games, because of their massive audiences, have necessarily made some pretty fine advances in games system design in balancing variability of infinite and unexpected choices vs. simplicity for the neophyte gamer.</p><p></p><p>IN fact, the entire 4E design direction to me is more elegant, in that, for the official rules, they seem to be aiming for the SIMPLEST system which can then be house-ruled UP into levels of complexity/wonkery/accounting that individual groups desire. The previous way, in which almost everyone tended to house-rule DOWN from complex to more-simple is not good design IMHO.</p></blockquote><p></p>
[QUOTE="jonrog1, post: 3750113, member: 189"] At least in SWSE, there are multiple ways to regain a "per Encounter" ability -- which in SWSE basically boils down to spiffy Force powers -- in the middle of combat. Take a full round to recharge, there are a few feats and talents, etc. In the example above, there would be a couple ways to "recharge" in the middle of the chaos, and they would require as much tactical thought as knowing when to drop behind cover and reload while in squad-level combat. Which, to me, is a good thing. I personally don't find it more "cinematic", just easier to track and more fun. If you [I]enjoy[/I] trying to guess how many combats you[I] might[/I] have before you get to imaginary sleep after 12 hours of adventuring, then no, the system may not be for you. If you want some sort of ticking shot-clock (shudder), then no, not for you. But if you are vaguely annoyed at having held back your spiffy character abilities just in case the big fight is later, and it's not, and you stood around and let all the other PC's have all the fun for the combats that did happen, then this system is probably preferable. "Everybody gets to do their signature cool stuff every encounter" is to me some nice game design. Also, I'd suggest we stop using "computer-game like" as an insult. Computer games, because of their massive audiences, have necessarily made some pretty fine advances in games system design in balancing variability of infinite and unexpected choices vs. simplicity for the neophyte gamer. IN fact, the entire 4E design direction to me is more elegant, in that, for the official rules, they seem to be aiming for the SIMPLEST system which can then be house-ruled UP into levels of complexity/wonkery/accounting that individual groups desire. The previous way, in which almost everyone tended to house-rule DOWN from complex to more-simple is not good design IMHO. [/QUOTE]
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