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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8748411" data-attributes="member: 7029588"><p>You can flavor it as tactical genius some times. </p><p></p><p>But one barrier I think is that people want "non magical" and also don't want to venture into narrative control mechanics, limited use abilties, abstractions, etc, etc. </p><p></p><p>They constrain both the narrative fiction AND the mechanics that could be used to model cool non magical abilities.</p><p></p><p>The reason non magical action heroes do cool things in fiction is a combination of skill/ability AND the narrative circumstances being just right for them to do their thing and have the spotlight (especially in a team with Wizards/cosmic level superheros).</p><p></p><p>I mentioned this one before. The poor man's dimension door -- "With an action, you move from point A to point B if within 200 feet if at all action hero possible. The DM may even have enviromental circumstances work toward this goal (e.g., poles will fall giving you a smaller jump, the dragon passes by so you can jump on it's back and off, etc.)" </p><p></p><p>This is semi-reliable (although still way more DM dependant than most spells), breaks the action economy, and allows for a bad ass movement that is typical martial action hero because we don't have to worry about move X feet roll athetics Y. </p><p></p><p>And the Fighter is not suddently faster -- the ability just focuses the spotlight -- other people are doing other stuff that doesn't matter. Accept that combat can be more abstract and you have more design space.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8748411, member: 7029588"] You can flavor it as tactical genius some times. But one barrier I think is that people want "non magical" and also don't want to venture into narrative control mechanics, limited use abilties, abstractions, etc, etc. They constrain both the narrative fiction AND the mechanics that could be used to model cool non magical abilities. The reason non magical action heroes do cool things in fiction is a combination of skill/ability AND the narrative circumstances being just right for them to do their thing and have the spotlight (especially in a team with Wizards/cosmic level superheros). I mentioned this one before. The poor man's dimension door -- "With an action, you move from point A to point B if within 200 feet if at all action hero possible. The DM may even have enviromental circumstances work toward this goal (e.g., poles will fall giving you a smaller jump, the dragon passes by so you can jump on it's back and off, etc.)" This is semi-reliable (although still way more DM dependant than most spells), breaks the action economy, and allows for a bad ass movement that is typical martial action hero because we don't have to worry about move X feet roll athetics Y. And the Fighter is not suddently faster -- the ability just focuses the spotlight -- other people are doing other stuff that doesn't matter. Accept that combat can be more abstract and you have more design space. [/QUOTE]
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