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<blockquote data-quote="Nail" data-source="post: 4752822" data-attributes="member: 224"><p>Whoa, whoa, whoa!</p><p></p><p>#1) The "Intimidate cheese" was one of the <u><em><strong>first</strong></em></u> system holes my friends and I discovered when introduced to 4e! If you've got the score and your opponent is bloodied, there's little reason <u>not</u> to use it. Instant win! the first party I ran through KotS intimidated Irontooth, frex.</p><p></p><p>#2) Traps are an integral part of 4e combat now. Using your Thievery skill to disarm a trap is a great idea!</p><p></p><p>#3) Detect Magic...is not something I care about. True enough. But using knowledge skills to know things about the enemy is plenty valuable.</p><p></p><p>#4)...and what about the physical skills? Stealth, Atheltics, Acrobatics...these all can be used in combat to great effect. (I think lots of players don't think of these, though, since they don't say "gain +2 to your next attack" or "save ends" in their descriptions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>As you know: entirely DM dependent. I will point out, though, that the model adventure in the DMG has tons of pits to shove people into.</p><p></p><p> I agree, in principle.</p><p></p><p>But much of this is dependent on the DM in practice. I know that one of my DMs <em>really<em> wants us to use "cool moves" to make the encounter dynamic and fun. I'll wager that many DM want that, but don't say it often enough for it to penetrate our (the player's) thick skulls.</em></em></p></blockquote><p></p>
[QUOTE="Nail, post: 4752822, member: 224"] Whoa, whoa, whoa! #1) The "Intimidate cheese" was one of the [U][I][B]first[/B][/I][/U] system holes my friends and I discovered when introduced to 4e! If you've got the score and your opponent is bloodied, there's little reason [u]not[/u] to use it. Instant win! the first party I ran through KotS intimidated Irontooth, frex. #2) Traps are an integral part of 4e combat now. Using your Thievery skill to disarm a trap is a great idea! #3) Detect Magic...is not something I care about. True enough. But using knowledge skills to know things about the enemy is plenty valuable. #4)...and what about the physical skills? Stealth, Atheltics, Acrobatics...these all can be used in combat to great effect. (I think lots of players don't think of these, though, since they don't say "gain +2 to your next attack" or "save ends" in their descriptions. ;)) As you know: entirely DM dependent. I will point out, though, that the model adventure in the DMG has tons of pits to shove people into. I agree, in principle. But much of this is dependent on the DM in practice. I know that one of my DMs [i]really[i] wants us to use "cool moves" to make the encounter dynamic and fun. I'll wager that many DM want that, but don't say it often enough for it to penetrate our (the player's) thick skulls.[/i][/i] [/QUOTE]
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