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7 Years of D&D Stories? And a "Big Reveal" Coming?
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<blockquote data-quote="Tony Vargas" data-source="post: 7665503" data-attributes="member: 996"><p>Are you sure it's not so much a collection of nominally unrelated things, as what all those things did, as a whole? </p><p></p><p>Like I said, I think it would be a lot more illuminating to step back and look at the bigger picture of what exploits meant as part of the game as a whole, as contrasted to what maneuvers mean to 5e.</p><p></p><p>But, if you want to keep digging for rationales....</p><p> Each 4e exploit presumably would have required different training, too. Likewise, battlemaster maneuvers would also presumably each require different training. If you object to the 4e fighter not having his encounter-recharge powers 'pooled,' why is it OK for the 5e fighters' stamina-and-training-based features to be silo'd? </p><p></p><p>Obviously, that's inconsistent. So, it's not dissonance or whether a power is single-use or in a pool that's the root of the problem. I don't see how diving deeper and deeper into smaller and more insignificant differences will shore up the rationalization. ByronD suggested it could be the different 'context' each of the similar mechanics is in that's the culprit. </p><p></p><p>Martial exploits available to all fighters in the context of a game where spells are gained in similar quantity and merely of greater variety, might be offensive. While, conversely, maneuvers available only to one archetype, that are, in context, fewer and lower impact as well as less varied than spells, might be acceptable. Maybe we could examine those differences?</p><p></p><p> They'd have to MC to get those abilities. Again, not terribly different in the fiction. But that just points to them being more remarkable reserves of stamina - the kind you might trade for multiple CS dice, if this were about verisimilitude.</p><p></p><p> I'm fine with that. It's the kind of things 4vengers said when confronted with being too 'tired' to do one exploit, but still able to do another. You're the one who was insisting that sort of thing was dissonant:'Inconsistency' is putting it mildly.</p><p></p><p></p><p>They have the same recharge mechanism. That's the only verisimilitude or in-fiction sense in which they're the same 'type.' Action Surge, CS Dice, and Second Wind are all short-or-long-rest recharge. You claimed you were OK with Second Wind, which healed you, having a separate reserve. Fighters had encounter powers that restored hps for them, too - that'd be pretty different from, say, Come & Get It. So they don't draw on the same reserve or same training. Just like Action Surge and Second Wind don't in 5e. </p><p></p><p></p><p> That 'reason' was that you only had the one, Power Attack. Fairly straightforward, really.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7665503, member: 996"] Are you sure it's not so much a collection of nominally unrelated things, as what all those things did, as a whole? Like I said, I think it would be a lot more illuminating to step back and look at the bigger picture of what exploits meant as part of the game as a whole, as contrasted to what maneuvers mean to 5e. But, if you want to keep digging for rationales.... Each 4e exploit presumably would have required different training, too. Likewise, battlemaster maneuvers would also presumably each require different training. If you object to the 4e fighter not having his encounter-recharge powers 'pooled,' why is it OK for the 5e fighters' stamina-and-training-based features to be silo'd? Obviously, that's inconsistent. So, it's not dissonance or whether a power is single-use or in a pool that's the root of the problem. I don't see how diving deeper and deeper into smaller and more insignificant differences will shore up the rationalization. ByronD suggested it could be the different 'context' each of the similar mechanics is in that's the culprit. Martial exploits available to all fighters in the context of a game where spells are gained in similar quantity and merely of greater variety, might be offensive. While, conversely, maneuvers available only to one archetype, that are, in context, fewer and lower impact as well as less varied than spells, might be acceptable. Maybe we could examine those differences? They'd have to MC to get those abilities. Again, not terribly different in the fiction. But that just points to them being more remarkable reserves of stamina - the kind you might trade for multiple CS dice, if this were about verisimilitude. I'm fine with that. It's the kind of things 4vengers said when confronted with being too 'tired' to do one exploit, but still able to do another. You're the one who was insisting that sort of thing was dissonant:'Inconsistency' is putting it mildly. They have the same recharge mechanism. That's the only verisimilitude or in-fiction sense in which they're the same 'type.' Action Surge, CS Dice, and Second Wind are all short-or-long-rest recharge. You claimed you were OK with Second Wind, which healed you, having a separate reserve. Fighters had encounter powers that restored hps for them, too - that'd be pretty different from, say, Come & Get It. So they don't draw on the same reserve or same training. Just like Action Surge and Second Wind don't in 5e. That 'reason' was that you only had the one, Power Attack. Fairly straightforward, really. [/QUOTE]
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