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<blockquote data-quote="Tony Vargas" data-source="post: 7171504" data-attributes="member: 996"><p>Sure, whichever one works for you. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p> I think it's key to having a good player. Can you suspend your disbelief? Can you respect other people's suspension of disbelief, or do you throw a fit? Or do you break the unwritten 'don't be a jerk' rule? IDK about 'best,' but the flavor text of a power was explicitly something the player could customize, if they wanted to (per the section on reading powers - much like being able to describe your character's appearance and gear how you liked, which started, in 3.0), they just couldn't change the mechanics. In that way, you could match the 'narrative' you wanted for your character to whatever power seemed closest to the mechanics you felt best fit that narrative - they only 'didn't match' if you (a) couldn't come up with anything that worked for you and (b) took that power anyway. </p><p></p><p>OTOH, if you were OK with the given fluff, you left it alone. :shrug: </p><p></p><p>It's really a lot like 5e, that way, just instead of being in the players' hands, in 5e, that flexibility is exclusively in the DM's hands, and, instead of being just the fluff of one character that can be changed at whim, it's everything. ;D</p><p></p><p> Not really, the 'reading powers' section was never repealed or anything, though they did give martial classes far fewer powers...</p><p></p><p>... really, the issue of 'dissociated mechanics' - which is what you were dancing around - is not about mechanics nor about dissociation, it's about martial characters getting to do stuff other than just damage every round, and thus having the potential to be as interesting and versatile as casters. </p><p></p><p>Why that's intollerable isn't worth discussing, but it is, to a large/loud/uncompromising enough segment of the fanbase that 5e didn't go there. FWIW.</p><p></p><p>When designing a variant to use at you own table, though, you can totally go there. </p><p></p><p> MDD's from the playtest had a lot of potential. [MENTION=57494]Xeviat[/MENTION] has an idea for adding weapon-damage dice with level instead of getting extra attack, and trading in dice if you want to attack more than one target, or perform maneuvers... I believe that, like playtest MMDs, that'd be at-will.</p><p></p><p> Proficiency on more saves as you level up seems like a simple way to get the idea across. Combat Reflexes: prof w/DEX saves. Indomitable: prof w/ WIS & CHA saves.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7171504, member: 996"] Sure, whichever one works for you. ;) I think it's key to having a good player. Can you suspend your disbelief? Can you respect other people's suspension of disbelief, or do you throw a fit? Or do you break the unwritten 'don't be a jerk' rule? IDK about 'best,' but the flavor text of a power was explicitly something the player could customize, if they wanted to (per the section on reading powers - much like being able to describe your character's appearance and gear how you liked, which started, in 3.0), they just couldn't change the mechanics. In that way, you could match the 'narrative' you wanted for your character to whatever power seemed closest to the mechanics you felt best fit that narrative - they only 'didn't match' if you (a) couldn't come up with anything that worked for you and (b) took that power anyway. OTOH, if you were OK with the given fluff, you left it alone. :shrug: It's really a lot like 5e, that way, just instead of being in the players' hands, in 5e, that flexibility is exclusively in the DM's hands, and, instead of being just the fluff of one character that can be changed at whim, it's everything. ;D Not really, the 'reading powers' section was never repealed or anything, though they did give martial classes far fewer powers... ... really, the issue of 'dissociated mechanics' - which is what you were dancing around - is not about mechanics nor about dissociation, it's about martial characters getting to do stuff other than just damage every round, and thus having the potential to be as interesting and versatile as casters. Why that's intollerable isn't worth discussing, but it is, to a large/loud/uncompromising enough segment of the fanbase that 5e didn't go there. FWIW. When designing a variant to use at you own table, though, you can totally go there. MDD's from the playtest had a lot of potential. [MENTION=57494]Xeviat[/MENTION] has an idea for adding weapon-damage dice with level instead of getting extra attack, and trading in dice if you want to attack more than one target, or perform maneuvers... I believe that, like playtest MMDs, that'd be at-will. Proficiency on more saves as you level up seems like a simple way to get the idea across. Combat Reflexes: prof w/DEX saves. Indomitable: prof w/ WIS & CHA saves. [/QUOTE]
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