robertliguori
First Post
Mustrum_Ridcully said:(As I understand, the new paradigmn is fortune in the middle* - the fortune is also represented by the players ability to "manipulate" the game world to give the character an opening.)
He can, if you find some fitting narrative to it.
He won't try to use a martial encounter or daily power again if as already used it, since he never sees the opening. or he sees it, but notices he always misses his opportunity and has to try something else. Which will make him understand that he probably need some rest to regain the ability.
A character having no more healing surges might feel particularly exhausted. Or he just finds out that - despite the Warlords best effort or the Divine Inspiration offered by the Cleric, he just doesn't feel better. "You know, maybe you're right. We can win this. But I don't believe we can win today. Tommorrow, after a good night sleep, sure..."
He might notice that he always reacts to slow (as described above). Maybe he will actually understand that he can't really pull off some stunts multiple times in a row. Though sometimes, the indirection might be even higher. It also depends on how concious the use of a power is. Sometimes, it might be very reactive, and sometimes he might use a power "by accident" - in case of a per encounter trip power, he might have aimed for a strong strike, but it also happens that this blow knocks the opponen off-balance. The decision of the character to actually use a certain technique or trick described by the power might also only be made when the use is really successful. So, while the player tried to use the power, the character might not see it this way - he didn't try to trip the opponent, since there was no way that he would have tried giving the bad situation (low roll in game-mechanics). This would make it actually impossible for the character to notice the game mechanics at work, since for him, there is no way of distinguishing "out of per encounter uses" and "rolling low".
*) Maybe the terms aren't so good after all, at least if you always see "fortune" = dice roll - which we tend to do. The difference might be better described as "dice equals fortune" and "dice plus player decision equals fortune". But in any even, they served as a good starting point for describing it. And with the foregoing, one might also say "character decision = player decision" is changing to "character decision <= player decision".
But in this case, you can't tactically plan at all; if tripping is something that happens, from the character perspective, other character's can't (in character) expect it and prepare for it.
They can cluster around an enemy for no good reason, wonder why they are doing so, and then react when the enemy is tripped, but that requires essentially running two battles; what's actually happening, and what's happening to justify it.
Now, as long as you are fine with characters with selective perception, who know about tripping long enough to position themselves, react, and then forget about it when it's no longer an available option, you're fine. However, once characters start being curious about how things happen in the world, and start experimenting, the fact that the world models certain combat maneuvers as ammo will out.