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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e: the new paradigm
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<blockquote data-quote="Kurotowa" data-source="post: 4111363" data-attributes="member: 27957"><p>No, I think I hit it on the head. That you call it a "physical action" shows that you're still thinking of them as a simple maneuver like a thrust or parry. They're not.</p><p></p><p>From a simulationist point of view, these are the special moves of advanced training. Instead of a simple parry and strike, it's a difficult and rarely used parry followed by a surprise flying lunge (actual example from my fencing days). It takes some effort to set up right and it won't catch anyone off guard a second time.</p><p></p><p>From a narrativist point of view, these are the signature techniques of the character. It's what makes them memorable and stand out from a crowd. They need to be available on a regular basis, but not so regular as to become devalued in importance. Once a fight is enough for flashy finishing moves and dramatic table turners.</p><p></p><p>From a gamist point of view, these are a necessary element of tactical variety. In 3e, a fighter only has at-will abilities and so endlessly repeats the same optimal action, while a wizard only has expended abilities and so hoards them at the expense of frequent inaction. The encounter ability is a compromise that encourages use without overuse.</p><p></p><p>So any way you slice it, these aren't simple cuts and thrusts. These are the expressions of the exceptional potential that makes PCs stand out. They're not easy to do and can't just be repeated as if they were a touch drill.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 4111363, member: 27957"] No, I think I hit it on the head. That you call it a "physical action" shows that you're still thinking of them as a simple maneuver like a thrust or parry. They're not. From a simulationist point of view, these are the special moves of advanced training. Instead of a simple parry and strike, it's a difficult and rarely used parry followed by a surprise flying lunge (actual example from my fencing days). It takes some effort to set up right and it won't catch anyone off guard a second time. From a narrativist point of view, these are the signature techniques of the character. It's what makes them memorable and stand out from a crowd. They need to be available on a regular basis, but not so regular as to become devalued in importance. Once a fight is enough for flashy finishing moves and dramatic table turners. From a gamist point of view, these are a necessary element of tactical variety. In 3e, a fighter only has at-will abilities and so endlessly repeats the same optimal action, while a wizard only has expended abilities and so hoards them at the expense of frequent inaction. The encounter ability is a compromise that encourages use without overuse. So any way you slice it, these aren't simple cuts and thrusts. These are the expressions of the exceptional potential that makes PCs stand out. They're not easy to do and can't just be repeated as if they were a touch drill. [/QUOTE]
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4e: the new paradigm
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