Ampersand: Sneak Attack

Also, in regard to the weapon limitations, I wouldn't be surprised to see a general feat like this:

Weapon Mastery (General)
Choose one weapon with which you are proficient. You may now use that weapon in conjunction with any power and/or class ability, so long as the weapon's base damage and range do not exceed the base damage and range of one of the weapons allowed by those powers and/or abilities.

So this way, you could take Weapon Mastery: Club to be able to sneak attack and use rogue powers with your club, but you couldn't just take Weapon Mastery: Greatsword and start sneak attacking with a 2d6-base weapon. (If you could, it would pretty quickly become standard to see rogues toting huge two-handers for the extra damage.) And you couldn't take Weapon Mastery: Crossbow to slide people around from range with Positioning Strike.
 

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ajanders said:
I second Shil's post, and not just because he controls the gninjae.

:D

Let's consider, please, a Dromite character.

That's a telepathic ant who shoots fire out of her brain.

You just made me laugh out loud! I've never looked at the dromites before, but now I want to.

With that as a starting point, saying she can only use Laser-Guided Dagger of Death Attack once a day is unrealistic seems pettish.

My concern with "per encounter" abilities is mostly due to WOTC's vagueness about how long an encounter should be.
That makes how long an ability takes to recharge and how long it lasts variable, which is hard on my versimilitude.

I'm guessing that this is another of those things which can sound like an issue on paper, but rarely comes up in play. Considering how small the distinction in length is between most encounters, and how busy a good encounter keeps the PCs, I don't think that'll be an issue when at the table. One interesting thing I didn't know, since I've played very few systems besides D&D, that I recently saw someone mention on another thread was that WoD (I think) has been using per-encounter powers for a long time and nobody ever seems to have problems with them in play.
 

Yup WoD does though instead of per-encounter they use "per-scene"

In their two definitions (the first is from the lexicon):

"Scene: A division of time based on drama, such as the end of one plot point and the beginning of another. Whenever a character leaves a location where a dramatic event has occurred, or when a combat has ended, the current scene usually ends and the next one begins."

"Scene: A scene in a roleplaying game resembles a scene in a theatrical play. Your Storyteller sets the stage, and the players take their roles. The scene evolves in one location and usually encompasses a single, specific event. The flow of time within a scene may vary greatly. It may be played out in turns, it may run parallel to real time, or your Storyteller and fellow players may choose to fast-forward through parts of it, so long as the location and general events do not change.

For example, a scene may begin with combat, which is measured in turns. It may then slip back into real time as your characters discuss what to do with the corpses they've created. After a fast-forward through loading the bodies onto a truck, the scene may return to real time as your characters argue over who will drive. All events occur in the same scene, at the same location, but time warps throughout to focus on the fun and important parts. Your Storyteller determines when one scene ends and when another begins."

The use of a scene is brought up throughout the rules book, so it goes beyond just powers and is used for a variety of effects both in ways that affect the characters as well as the pace of the game itself.
 

Mad Mac said:
Personally, I tend to explain stuff like this on a case by case basis. It might be that no-one ever falls for Explosive Badger Trouser Suprise more than once per fight, while Super Hippo Slam is just too exhausting to use more than once without taking a breather first, and Crimson Edge requires incredibly precise timing and luck for even the most skilled fighter.

"You are using Explosive Badger Trouser Surprise against me, ah?"

"I thought it fitting considering the rocky terrain."

"Naturally, you must suspect me to attack with Super Hippo Slam?"

"Naturally...but I find that Crimson Edge cancels out Super Hippo Slam. Don't you?"
 

hong said:
"You are using Explosive Badger Trouser Surprise against me, ah?"

"I thought it fitting considering the rocky terrain."

"Naturally, you must suspect me to attack with Super Hippo Slam?"

"Naturally...but I find that Crimson Edge cancels out Super Hippo Slam. Don't you?"

actually crimson edge is a quite good power name... actually most power names in the rogue article are quite good... what would you prefer? afflicting a bleeding wound? arterial strike?
red blade?
 

Mad Mac said:
It might be that no-one ever falls for Explosive Badger Trouser Suprise more than once per fight

You realize, now, that my life will not be complete until I not only write, but convince WotC to publish, a power called "Explosive Badger Trouser Surprise," right? You've ruined my entire future. :p

;)
 

Mouseferatu said:
You realize, now, that my life will not be complete until I not only write, but convince WotC to publish, a power called "Explosive Badger Trouser Surprise," right? You've ruined my entire future. :p

;)

Writing the Complete Guide to Gnomes, are we? :]
 

Mouseferatu said:
You realize, now, that my life will not be complete until I not only write, but convince WotC to publish, a power called "Explosive Badger Trouser Surprise," right? You've ruined my entire future. :p

April 2009 -- that's your date of publication. Dragon's going to need new material every month, right?
 

Mustrum_Ridcully said:
If you want to find a in-gameworld logic for these powers, here's my take:
At Will/Per Encounter/Per Day is a shorthand description for the likelihood of a certain situation coming up and an appropriate maneuver working. An At Will power is something easily done as long as the base conditions are met. Once you learned the technique, you can repeat it often.
Per Encounter powers are a little more difficult. It's not just knowledge, it's good timing and some luck. Per Day is fiendishly difficult. Even if you trained a lot in it, you still need a lot of luck. It's really hard to get the coordination right, and find the right situation to use it.
This I really like. That covers all 'simulationist' and 'suspension of disbelief' twinges I have about these powers. If the RAW doesn't explain it as eloquently and realistically as this, I will be using it in my 4E.
Thanks Mustrum :)
 

AllisterH said:
Why not simply use the explanation that Bo9S uses which Henry mentioned for Encounter powers?

Only thing left to explain then would be Daily Powers.

Because it don't really works and it let a lot of holes open

What if I'm invisible when I use my per encounter power? can I use it again?

What if I'm fighting mindless creatures, like ozees or golems, or giant slugs? it is really important that they see me pull a positioning strike once (i'd be really curious to see how (and why) the artful dodger variant works on a ozee, BTW)

What if one of the enemies got Blinded/Confused or similiarly hindered in some other way?
Can I use one of my per encouter powers on him a second time?
etc, etc, etc

There are a lot on inconsistencies with per encouter powers, the only way to solve them is to go back to pre 3e D&D way, when therer is a dubious situation the master make things up on the fly and decide what to do, but this would create other kind of problems.
 
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