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Ampersand: Sneak Attack

Lenaianel said:
What if those monters have better will def than average for monster of their level ?

How I said the difficulty I have is specifically with the artful dodger variant, making a feint and moving a monster 5 feet is acceptable, in general, making a feint and move it 20+ feet... it is not (in general).
 

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Imban said:
Honestly, I only have a problem with Positioning Strike if it's used to move monsters further than their own maximum movement would allow. You can bluff a Roper, but you can't bluff a Roper into moving 30'. My comment was more directed towards things like Crimson Edge - bleeding damage is bleeding damage, and I reserve the right to deny that against enemies which can't bleed. (The double damage/normal damage on a miss parts would stick, though.)
My guess is that would be a property of the monster, rather than encumbering the power description with exceptions. Assuming that bleeding damage is something that's common enough for monsters to be immune to it.
 

As I said, I'm not losing sleep over it until I get the actual books. I'll continue to assume 4e's rules aren't actually really stupid until proven otherwise.
 

heretic888 said:
Hi Greg K,
they:
  • Are mostly ineffective against characters of equal or greater combat ability as your character, meaning they are typically unused (or, if used, ineffectual) against any BBEG with an attack bonus or AC even vaguely similar to your own.


  • Hey heretic,
    Are you coming over from the WOTC boards?

    Anyway, I don't see a problem. In my opinion, it should be riskier and more difficult to pull off maneuvers against those that are your equal or greater in combat ability. Against such opponent's, you should be doing so only out of desperation, to try an catch them off guard (think of a MMA fighter opening the round with a Muay Thai flying knee strike. It rarely works, but when it does it rocks the opponent or takes them out of the fight), or if you can get the opponent in an unfavorable position that you can take advantage. Therefore, you need to be wise when you use a big maneuver.

    a) set up the attack with a bluff or some maneuver. It might be difficult, but use action points to help you out.
    b) wait until creature does something that gives them an AC penalty
    c) if there is a condition track with penalties, wait until the creature is suffering penalties
    d) use another maneuver that can inflict a condition and take advantage of it
    e) have someone else can inflict a condition, take advantage

    and spend action points to increase you chance of success with the attack

    They are great for wiping up hopelessly outclassed mooks or completely unprepared arcane casters, though, I guess. *shrug*

    Again makes sense to me. When you outclass your opponents, you can take advantage of their relative or complete lack of skill.

    And, since there isn't any kind of limitation on how frequently the maneuver can be used as there is in Tome of Battle, what this practically means is they get used in *no* rounds against melee BBEGs and get used *every* round against martially underclassed mooks or casters.

I think whether or not a maneuver gets used it depends on the encounter. If the character is in a circumstance against a tough opponent and exchanging the whittling down of hps are unfavorable (e.g., a character getting low on hit points and/or having comrades falling in combat) may try a more desperate maneuver and spend action points to improve the attack. Otherwise, they are going to need to rely on teamwork to make pulling off maneuvers practical.



Correction:

Instead, you have a system that a) needlessly complicates the game by increasing the amount of arithmetic players are required to keep track of, and b) encourages the tactical monotony of 3E even more.

But, different strokes for different folks. I guess.

Definitely different strokes. I don't see it or the math as needlessly complicated. As for b) I see the need for players to used maneuvers when appropriate circumstances present themselves or the need for players to use teamwork and/or creativity to create appropriate circumstances to try a maneuver.
 
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philippe willaume said:
I do not know if has been answered already
It is the cockney rhyming slang for todger (aka the male reproductive organ)

Usage
i should have gone near that jack (as in jack and Danny), me artful looks like a blind cobbler's thumb.

Basically you getting two words that rhyme with word you want to replace. Drop the rhyming and use the other word instead
Ie
dog and bone= telephone. So you say "I am on the dog"
butcher's hook= a look ; give that a buchter.
I think it's more likely just a reference to the character in Dickens' Oliver Twist. His name is admittedly working off the same pun, but since he essentially added that phrase to the lexicon even for those who don't know cockney rhyming slang, and it means someone who's good at, well, dodging artfully.
 

Greg K said:
Hey heretic,
Are you coming over from the WOTC boards?

Hi Greg,

Yep.

Greg K said:
Anyway, I don't see a problem. In my opinion, it should be riskier and more difficult to pull off maneuvers against those that are your equal or greater in combat ability.

If an opponent has equal or greater combat ability to you (attack bonus, AC, hit points, etc) , then using encounter or daily powers against him is *also* "riskier" and "more difficult to pull off". As such, this particular point can claim no greater sense of verisimilitude for BoIM than it can for 4E.

Greg K said:
Against such opponent's, you should be doing so only out of desperation, to try an catch them off guard (think of a MMA fighter opening the round with a Muay Thai flying knee strike. It rarely works, but when it does it rocks the opponent or takes them out of the fight), or if you can get the opponent in an unfavorable position that you can take advantage. Therefore, you need to be wise when you use a big maneuver.

No offense, but I can narrate all that without implementing a complicated sub-system that encourages system mastery reward and tactical monotony.

Seriously, these are exactly the kind of narrative devices I was using to explain how encounter and daily martial powers might "work" in my last two or three posts. The only difference is I believe it *takes away* from the fun and spontaneity of the game to transform all these narrations into a set of numbers, rules, and unnecessary crunch.

Greg K said:
a) set up the attack with a bluff or some maneuver. It might be difficult, but use action points to help you out.
b) wait until creature does something that gives them an AC penalty
c) if there is a condition track with penalties, wait until the creature is suffering penalties
d) use another maneuver that can inflict a condition and take advantage of it
e) have someone else can inflict a condition, take advantage

and spend action points to increase you chance of success with the attack

Honestly, it sounds to me that what you are describing means a player has to invoke system mastery reward just to make use of these mechanics. If you don't know the combat system inside and out, you basically can't use these maneuvers against thematically relevant enemies (i.e., other badass martial dudes).

Such a design is extremely unfriendly to beginners and casual players.

Greg K said:
Again makes sense to me. When you outclass your opponents, you can take advantage of their relative or complete lack of skill.

You can do that with encounter and daily powers, too, and you don't need complicated mechanics and tactical monotony to do it, either.

Greg K said:
I think whether or not a maneuver gets used it depends on the encounter. If the character is in a circumstance against a tough opponent and exchanging the whittling down of hps are unfavorable (e.g., a character getting low on hit points and/or having comrades falling in combat) may try a more desperate maneuver and spend action points to improve the attack.

Once again, encounter and daily powers can accomplish this just as well, but don't have the negatives that this system has to overcome to use.

Also, while it is true that there may be certain opponents that just this particular maneuver will totally kick ass against, in general characters will still be firing off their strongest moves as often as they possibly can. There is still monotony, it just isn't absolute.

Greg K said:
Otherwise, they are going to need to rely on teamwork to make pulling off maneuvers practical.

More system mastery reward. Not only do I have to know the combat system inside and out, but everyone in my party does, too. Ewwwww.

Also, I think fans of martial power source characters might be a little annoyed that they have to rely on others to use any of their better abilities, whereas the arcane and divine guys need not do anything other than point and shoot.

Greg K said:
Definitely different strokes. I don't see it or the math as needlessly complicated. As for b) I see the need for players to used maneuvers when appropriate circumstances present themselves or the need for players to use teamwork and/or creativity to create appropriate circumstances to try a maneuver.

Okay, look. We basically have two competing martial systems here.

On the one hand, we have the 4E power model which provides characters with a set of once-per-encounter and once-per-day abilities whose requirements and conditions to use can be narrated by players as they see fit, allowing for alternative interpretations and unique narratives that no one here has taken into account yet. Expenditure of action points and/or feats *may* allow characters in this system to use these abilities more often, if needed.

On the other hand, we have the BoIM maneuver model which provides a set of abilities with very specific mechanical conditions that dictates when they can and cannot be used (and therefore rules out unique narrative explanations for such abilities). Unfortunate features of this model include system mastery reward, the slowing down and complicating of combat by imposing additional arithmetic, encouraging tactical monotony, restricting narrative possibilities, and general-use inefficacy of the abilities against other martial characters.

Now, if *I* were designing a new edition of D&D, why would I *ever* choose the latter model over the former model?? I mean, seriously??

Laterz.
 

Khaim said:
This is a serious issue, I think. It came up in Bo9S, even, with the Crusader's 1st-level(!) stance that let him heal 2hp any time he hit someone. So can I punch teammate A to heal teammate B? Can I use my fists and do subdual damage, which barely counts? Can I intentionally do minimal damage (1)?

And oh, let's not even get near that quagmire that is the mind-control debate...

Didn't that have exactly the same restriction as every other healing strike attack which prevented such sillyness?
 

Lizard said:
WOTC has made a design decision to ratchet up the 'game' aspect of D&D to 11.

To be precise, WotC has made a design decision to wind back some of the "take the DM out of the equation" philosophy that pervaded 3E. You can see this in things like per-encounter abilities, or leaving out details for monster stats that are unlikely to be used. You can just as easily say that the DM is expected to adjudicate heal-on-damage in a way that is in accordance with storytelling sensitivities, as opposed to letting players run the whole show.

So expecting players to stop thinking in a gamist fashion and start thinking narrativist is sheer folly, and I can't imagine that's their only game balance mechanism. If I have an ability which can move someone X squares, and there's a tactical advantage to moving my buddy X squares which outweighs the slight damage I'll cause him, I'll do it -- and so will most D&D players, *especially* the new players WOTC hopes to recruit from the wonderful world of MMORPGs, where tactical advantage is all and any loophole is exploited until the game is patched.

Said players will also be used to arbitrary limits built into the game, so as to give the AI an even break. If all you want is gamism, a rule "no self-nuking is allowed" with no s*mul*tionist justification behind it works perfectly.
 

hong said:
Said players will also be used to arbitrary limits built into the game, so as to give the AI an even break. If all you want is gamism, a rule "no self-nuking is allowed" with no s*mul*tionist justification behind it works perfectly.

"Cool! I'm not going to blow a feat on GWA, then, since my friends are immune to my area spells!"

"Uh...no, they're not."

"But you just said I can't hurt them."

"You can't hurt them when you WANT to hurt them. You CAN hurt them when you DON'T want to hurt them. If you don't like it, you're one of those 'simulationists'. You're not a 'simulationist', are you? ARE YOU? 'Cuz we don't allow those types round this here table..."
 

shilsen said:
I think it's more likely just a reference to the character in Dickens' Oliver Twist. His name is admittedly working off the same pun, but since he essentially added that phrase to the lexicon even for those who don't know cockney rhyming slang, and it means someone who's good at, well, dodging artfully.

Yeah, I know from Dickens, but I never knew about the Cockney slang before.
 

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