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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="Wicht" data-source="post: 6600567" data-attributes="member: 221"><p>Others have already addressed this suffeciently, so there is no need for me to say "poppycock." (And even so, resting after a race is not the same thing as not being able to race again that day). </p><p></p><p>The real world just does not work that way. Furthermore, sometimes, frequently, when you are "on" in a particular field, you remain that way for some period of time. The whole concept of a Daily Power, while being elegant mechanically (and there is an elegance to it), is pretty hampering when it comes to options within an RPG. Encounter Powers suffer a similar problem. </p><p></p><p>Again - I understand the concept mechanically. It works beautifully as a game mechanic. But I don't want it anywhere near my fighters and rogues if I can help it. </p><p></p><p></p><p></p><p>Sure - there has to be some rationing of actions per round. But that is different from strictly defining what those actions cannot be based on the idea that you already did a thing once, so you can't do it again. Mechanically, again, its a good system - but its not the best system for modeling actual mundane abilities within an RPG in my opinion. It would be like telling the baker: you decorated one cake beautifully already today. Now you can't do another cake - you can only bake cookies. It makes no sense. </p><p></p><p></p><p></p><p>I don't know that its the same issue; or rather if its the issue then it only flows one way. If one were to make the magical abilities operate more mundanely so that when you can do something then you can always do it, that would be a whole 'nother issue and probably not as big an issue. That is, if wizard spells worked like the 3e rogue's skills, or the 3e fighter's attacks, then there is no loss of verisimilitude, because how magic works is entirely fictional. But to make the fighter's abilities perform as if they were wizard abilities via an artifical construct of dailies and encounter exploits takes what is intuitive and makes it non-intuitive, thereby creating discord between the mechanics and the fiction (in some). </p><p></p><p></p><p> </p><p></p><p>They model being able to go until you can't go no more. What keeps you going is what is debatable and malleable. </p><p></p><p></p><p></p><p>I don't know that you are right about that; about the idea that thinking about hit points differently makes daily powers more intuitive. They are still modeling two different things. Hit points are the ability to keep doing things. An expended daily power is telling you that you are no longer able to do what you know you should be able to do, even though you still have the ability to keep doing things. </p><p></p><p>To put it another way, hit points, until they are gone are always a positive. An expended daily power is always a negative. Hit Points are empowering. An expended Daily Power is a literally depowering. Hit points say "yes you can," to the player. An expended daily power says "no you can't" </p><p></p><p>Now you might say that when hp run out they too become a negative and that is true. But losing all your hit points is also indicative of losing the fight and at that point almost all your options are gone because, well, you lost. Counterwise, a non-expended daily power does you no good because you are not using it. But as soon as you use it, is is gone as an option and becomes depowering. There is really a very different feel between the two mechanics, though both are expendable. </p><p></p><p></p><p></p><p>I prefer a hero point system for this sort of thing - allowing the player to do more than normal, instead of telling the player they can't do what they can normally do unless they want to pull out all the stops.</p></blockquote><p></p>
[QUOTE="Wicht, post: 6600567, member: 221"] Others have already addressed this suffeciently, so there is no need for me to say "poppycock." (And even so, resting after a race is not the same thing as not being able to race again that day). The real world just does not work that way. Furthermore, sometimes, frequently, when you are "on" in a particular field, you remain that way for some period of time. The whole concept of a Daily Power, while being elegant mechanically (and there is an elegance to it), is pretty hampering when it comes to options within an RPG. Encounter Powers suffer a similar problem. Again - I understand the concept mechanically. It works beautifully as a game mechanic. But I don't want it anywhere near my fighters and rogues if I can help it. Sure - there has to be some rationing of actions per round. But that is different from strictly defining what those actions cannot be based on the idea that you already did a thing once, so you can't do it again. Mechanically, again, its a good system - but its not the best system for modeling actual mundane abilities within an RPG in my opinion. It would be like telling the baker: you decorated one cake beautifully already today. Now you can't do another cake - you can only bake cookies. It makes no sense. I don't know that its the same issue; or rather if its the issue then it only flows one way. If one were to make the magical abilities operate more mundanely so that when you can do something then you can always do it, that would be a whole 'nother issue and probably not as big an issue. That is, if wizard spells worked like the 3e rogue's skills, or the 3e fighter's attacks, then there is no loss of verisimilitude, because how magic works is entirely fictional. But to make the fighter's abilities perform as if they were wizard abilities via an artifical construct of dailies and encounter exploits takes what is intuitive and makes it non-intuitive, thereby creating discord between the mechanics and the fiction (in some). They model being able to go until you can't go no more. What keeps you going is what is debatable and malleable. I don't know that you are right about that; about the idea that thinking about hit points differently makes daily powers more intuitive. They are still modeling two different things. Hit points are the ability to keep doing things. An expended daily power is telling you that you are no longer able to do what you know you should be able to do, even though you still have the ability to keep doing things. To put it another way, hit points, until they are gone are always a positive. An expended daily power is always a negative. Hit Points are empowering. An expended Daily Power is a literally depowering. Hit points say "yes you can," to the player. An expended daily power says "no you can't" Now you might say that when hp run out they too become a negative and that is true. But losing all your hit points is also indicative of losing the fight and at that point almost all your options are gone because, well, you lost. Counterwise, a non-expended daily power does you no good because you are not using it. But as soon as you use it, is is gone as an option and becomes depowering. There is really a very different feel between the two mechanics, though both are expendable. I prefer a hero point system for this sort of thing - allowing the player to do more than normal, instead of telling the player they can't do what they can normally do unless they want to pull out all the stops. [/QUOTE]
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