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D&D Older Editions, OSR, & D&D Variants
AICN Massawyrm's 4E Review - Part 3
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<blockquote data-quote="Elder-Basilisk" data-source="post: 4080519" data-attributes="member: 3146"><p>I think you're a bit off here--maybe not as much with the paladin (though the indication that the paladin can't mark an opponent and then hide from it to get the divine damage indicates that there will probably be movement related tricks there) or the cleric as presented (though the minis game seems to indicate that clerics will have area affect spells since thunder burst and sound burst are both on Desert of Desolation minis as powers), but it seems way off WRT:</p><p></p><p>Fighter: The sample fighter has several abilities that require her to know what squares she and her opponents are in:</p><p></p><p>The ability to OA an opponent who shifts. That makes it pretty important to know who's adjacent to you--even if you're not attacking them.</p><p></p><p>The ability to push an opponent one square with her shield attack. Why would you want to push an opponent one square? is there a hazard there? Will that put it next to another fighter but not next to you? Does that move it out of range of the wizard if it decides to risk the OA and move in on him? Pushing or pulling an opponent isn't much use if you don't see where you can push or pull to.</p><p></p><p>Passing attack: Make an attack, shift one square and make another attack against a different opponent. Without a grid it will be difficult to see where that is either A. possible or B. useful.</p><p></p><p>Ranger:</p><p></p><p>Quarry. If you only get the damage bonus against the nearest target then it will be important to know if: A. the target you want to shoot is nearest. B. If there is somewhere you can move to make that target the nearest. C. Whether you will need to take an OA for movement of to shoot from that location.</p><p></p><p>The one that lets you shift and attack when you are hit. It's going to be important to know if there is somewhere you can shift to and make a ranged attack without provoking an OA. If you're up against a wall or enemies are nearby, there may not be such a square.</p><p></p><p>As a last thought--are people seriously contending that a game which measures distance in squares doesn't suffer in playability without a grid? Come on folks. We weren't born yesterday.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 4080519, member: 3146"] I think you're a bit off here--maybe not as much with the paladin (though the indication that the paladin can't mark an opponent and then hide from it to get the divine damage indicates that there will probably be movement related tricks there) or the cleric as presented (though the minis game seems to indicate that clerics will have area affect spells since thunder burst and sound burst are both on Desert of Desolation minis as powers), but it seems way off WRT: Fighter: The sample fighter has several abilities that require her to know what squares she and her opponents are in: The ability to OA an opponent who shifts. That makes it pretty important to know who's adjacent to you--even if you're not attacking them. The ability to push an opponent one square with her shield attack. Why would you want to push an opponent one square? is there a hazard there? Will that put it next to another fighter but not next to you? Does that move it out of range of the wizard if it decides to risk the OA and move in on him? Pushing or pulling an opponent isn't much use if you don't see where you can push or pull to. Passing attack: Make an attack, shift one square and make another attack against a different opponent. Without a grid it will be difficult to see where that is either A. possible or B. useful. Ranger: Quarry. If you only get the damage bonus against the nearest target then it will be important to know if: A. the target you want to shoot is nearest. B. If there is somewhere you can move to make that target the nearest. C. Whether you will need to take an OA for movement of to shoot from that location. The one that lets you shift and attack when you are hit. It's going to be important to know if there is somewhere you can shift to and make a ranged attack without provoking an OA. If you're up against a wall or enemies are nearby, there may not be such a square. As a last thought--are people seriously contending that a game which measures distance in squares doesn't suffer in playability without a grid? Come on folks. We weren't born yesterday. [/QUOTE]
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