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<blockquote data-quote="merelycompetent" data-source="post: 4612263" data-attributes="member: 33830"><p>Thank you for the response <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. I don't want to diverge too far from the poll.</p><p></p><p>You are right, IMO, that the changes you mention would work mechanically for me. But that limitation on item daily powers is fundamental to 4E mechanics. This illustrates one of the mechanics/design problems I have with 4E. My NPCs (and PCs) have to achieve milestones to make use of the items they've already quested for. For example: NPC - "Hmm, I'm surrounded and nearly dead from injuries that will kill me in the next minute from bleeding. I'll use my dagger to teleport to safety, and then my longsword to heal me... what?!? I have to go achieve a milestone/get to another encounter to use my longsword's powers? I can't show up at the King's Council bleeding on His Majesty's carpet!" Thus does the legend of Irabir the Sly come to an end because of a rules mechanic. This wouldn't be a problem if Irabir the Sly didn't have the pre-existing history of hiring adventurers to get these items for him so he could use this tactic.</p><p></p><p>I also object to NPCs being able to do things that the PCs also can't do. I avoid situations where the way magic (or the world) works changes for the sake of plot or continuity. I want the players to trust that there is an in-game reason how Irabir the Sly was able to get healed back to near full health so quickly after he escaped the assassins, so they can use it themselves.</p><p></p><p>The mechanics of 4E force too many situations where I, and the players I game with, respond with a "What the heck?" in the middle of playing. These issues have been discussed in other threads far better than I can here in this one isolated example. With other edition changes, I've been able to kick and beat the rules + campaign into a cohesive whole. I do not see a way to do that with 4E and my current game.</p><p></p><p>Again, for my current campaign world, 4E doesn't work *for* me at a fundamental mechanics level. I'm not willing, at this time, to scrap a well-developed campaign setting to switch editions for the simple reason that I don't have *time* to create a new campaign and still play. Especially when the current campaign promises a couple more years of fun. Even more so when, through the four previous editions, I *was* able to convert to the new edition without having to rewrite more than a few pages of notes. Now there is a wall that breaks my campaign's continuity. As a DM with an existing campaign, I am now excluded from the new rules unless I start a new campaign specifically for 4E.</p></blockquote><p></p>
[QUOTE="merelycompetent, post: 4612263, member: 33830"] Thank you for the response :). I don't want to diverge too far from the poll. You are right, IMO, that the changes you mention would work mechanically for me. But that limitation on item daily powers is fundamental to 4E mechanics. This illustrates one of the mechanics/design problems I have with 4E. My NPCs (and PCs) have to achieve milestones to make use of the items they've already quested for. For example: NPC - "Hmm, I'm surrounded and nearly dead from injuries that will kill me in the next minute from bleeding. I'll use my dagger to teleport to safety, and then my longsword to heal me... what?!? I have to go achieve a milestone/get to another encounter to use my longsword's powers? I can't show up at the King's Council bleeding on His Majesty's carpet!" Thus does the legend of Irabir the Sly come to an end because of a rules mechanic. This wouldn't be a problem if Irabir the Sly didn't have the pre-existing history of hiring adventurers to get these items for him so he could use this tactic. I also object to NPCs being able to do things that the PCs also can't do. I avoid situations where the way magic (or the world) works changes for the sake of plot or continuity. I want the players to trust that there is an in-game reason how Irabir the Sly was able to get healed back to near full health so quickly after he escaped the assassins, so they can use it themselves. The mechanics of 4E force too many situations where I, and the players I game with, respond with a "What the heck?" in the middle of playing. These issues have been discussed in other threads far better than I can here in this one isolated example. With other edition changes, I've been able to kick and beat the rules + campaign into a cohesive whole. I do not see a way to do that with 4E and my current game. Again, for my current campaign world, 4E doesn't work *for* me at a fundamental mechanics level. I'm not willing, at this time, to scrap a well-developed campaign setting to switch editions for the simple reason that I don't have *time* to create a new campaign and still play. Especially when the current campaign promises a couple more years of fun. Even more so when, through the four previous editions, I *was* able to convert to the new edition without having to rewrite more than a few pages of notes. Now there is a wall that breaks my campaign's continuity. As a DM with an existing campaign, I am now excluded from the new rules unless I start a new campaign specifically for 4E. [/QUOTE]
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