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*Pathfinder & Starfinder
Blog post on the feel of D&D (marmell, reynolds et all)
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<blockquote data-quote="Cadfan" data-source="post: 4137727" data-attributes="member: 40961"><p>Actually, Lizard's version is incredibly abusable. At low levels, you've just turned thrown salt into an uber weapon, while making thrown salt worthless at high levels. The monk who wants to throw salt risks being annoyed at low levels when everyone copies him, and angry when his cool trademark ability starts to suck as he advances.</p><p></p><p>The basic problem remains. A martial ability in 3e generally has to be usable at will. That means it can never be better than a standard attack.* If its worse than a standard attack, it will get used almost never. If its better than a standard attack, it will be spammed. 4e provides a framework in which you CAN create martial abilities that exceed the baseline power level and still retain balance. And it fixes the scaling issue by making the strength of the attack more often dependent on the attacker.</p><p></p><p>*Technically you can make abilities which are better than regular attacks if they are situational or entail a cost, such as expensive ammunition. Good luck with that.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4137727, member: 40961"] Actually, Lizard's version is incredibly abusable. At low levels, you've just turned thrown salt into an uber weapon, while making thrown salt worthless at high levels. The monk who wants to throw salt risks being annoyed at low levels when everyone copies him, and angry when his cool trademark ability starts to suck as he advances. The basic problem remains. A martial ability in 3e generally has to be usable at will. That means it can never be better than a standard attack.* If its worse than a standard attack, it will get used almost never. If its better than a standard attack, it will be spammed. 4e provides a framework in which you CAN create martial abilities that exceed the baseline power level and still retain balance. And it fixes the scaling issue by making the strength of the attack more often dependent on the attacker. *Technically you can make abilities which are better than regular attacks if they are situational or entail a cost, such as expensive ammunition. Good luck with that. [/QUOTE]
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Blog post on the feel of D&D (marmell, reynolds et all)
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