eamon
Explorer
Some moves you got there...Why are some marital powers restricted in use?
The opening, the adrenaline and the muscle groups of some moves are different and can only take so much before they give out.

Some moves you got there...Why are some marital powers restricted in use?
The opening, the adrenaline and the muscle groups of some moves are different and can only take so much before they give out.

On the other hand, martial powers - representing physical effort the way they do, cannot simply get away with anything. And in the real world, if you're tired, you're tired - and that'll impact the execution of all you're tricks. Or perhaps you've overstressed a particular set of muscles; but then you'll feel that whenever you reuse them, not just for that one specific power. And if something were exceptionally tiring, you'd expect that to affect quality of execution rather than the ability to execute at all - at the very least, it might affect at-wills too.
P1nback... I completely agree that justifying the action with fiction is cool and I wish more people did it. However, some players are not glib of tongue or quick to develop fiction... and I hate the 'mother may I' effect where my PCs actions might be nerfed by the GM because I didn't describe it well enoufh.
P1nback... I completely agree that justifying the action with fiction is cool and I wish more people did it. However, some players are not glib of tongue or quick to develop fiction... and I hate the 'mother may I' effect where my PCs actions might be nerfed by the GM because I didn't describe it well enoufh.
Swarms can be grabbed... and someone at the table should justify the action with fiction in order to help the game be more enjoyable..... that someone depends on the group.
I don't want rules designed in a mass market game for just one style of play...{unless its mine!}
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Regretfully, I have had players who approach roleplaying as a mechanical puzzle and do indeed use the 'I bluff, and rolled a 34'... they learned this style of play before arriving at my table and are reticent to change.
Consistant descriptions that support the PCs reliable use of powers is a good thing. But at some tables it won't be happening soon. The option should be there, but if Mike isn't willing or able to describe how his encounter power trips a swarm... either the GM provides to supporting fiction or accepts the bland approach. The GM should not deny the powers effect when an experienced player is reticent to pony up the fictional story.
*Mike is the kind of players who had a diplo-monkey paladin in 3.x, and is completely uninterested in anything beyond the mechanical puzzle game of skill tests.
Is this a rule-set issue? I don't think so. However, my experience with 4e is that combat length plus power cards tends to limit the fiction telling. I almost would rather a free-form power system that uses stunts, player description, and an "elements of magic" building block approach.
But that kind of game is harder to learn.
Regretfully, I have had players who approach roleplaying as a mechanical puzzle and do indeed use the 'I bluff, and rolled a 34'... they learned this style of play before arriving at my table and are reticent to change.
And, the next time "Mike" says he wants to Bluff the vizier, simply ask him, "Awesome. How is your character doing that?" I bet you see results.
And this works for some parties but certainly not all.In practice, people will learn what flies and copy each other. Perhaps the less-glib won't think to net-grapple a swarm to be able to grab it, but if someone else does it first, they'll be able to do the same.
Also, this is where DM consistency comes it - if the player is trying something that should be possible based on earlier rulings, the DM should (in my view anyhow) help them through it.
And if nobody in the party thinks of being able to grapple with a swarm using a net, well, then you're just playing in a work in which grabbing a swarm isn't possible. And that a perfectly fine, fun world - there's nothing wrong with that, and it's not like you're screwing over the players here since grabbing swarms is hardly a component of expected behavior and balance when confronted with a swarm. You're not unbalancing the game by removing the option.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.