Neonchameleon
Legend
I've no idea what you're talking about here. The only Commanding Presence I can think of is the category name that covers the action point for allies abilities.And again, you have dropped the ridiculous power of teleporting enemies through the power of your commanding presence.
Believe it or not they predate AD&D. They were a purely gamist construct when they were made that Gygax attempted to retcon with paper thin definitions. From memory they were literally borrowed from naval wargame rules just to provide the right gamist experience.They always have been a technical construct, extremely abstract. Read Gygax' perspective on them in AD&D.
Please tell me how you can land a solid hit on someone with an axe and not cause a wound.It is certainly part of the design. Please tell me where it says that an attack hitting actually causes a wound ?
You hit. And not all armour is axe-proof. Or are we into "skin as tough as steel" or "hits aren't hits" now to try and justify gamist constructs.
All of which pretend hits aren't hits so far as I can tell. And don't match up at all to anything in the real world.The main difference is that, contrary to the absurdity of Commanding Presence, they have multiple in world explanations,
And they need to keep being provided because they do not actually work when investigated. 4e is the closest to having a functional model with 5e being second.and these have been provided again and again, in slightly different form over the editions.
And apparently you can weave a fiction around simple abstract concepts when they are written as a gamist thing - and then given a gloss so that there's an excuse for pure undiluted gamism to fit a story.Yes, I have, because I can weave a fiction around simple abstract concepts when they have been created with storytelling in mind.
Indeed. But this was necessary for a game where someone gets to keep playing because playing actively is fun.Hit points are actually mostly plot protection, if you think about it, making sure that some characters survive things that would instantly kill mooks and unimportant characters, nothing more.
They are harmful for storytelling. Stories are about consequences. And what hit points do is ensure that things happen without consequences. You don't scar and you don't slow down. It's just a hit that might as well not have happened and there are no lasting consequences at all. It's almost the opposite of a storytelling mechanic.
On the contrary. 4e powers are storytelling mechanics. They are actions that have consequences. Hit points are an anti-storytelling mechanic because they do precisely one thing and ensure that things that should have consequences don't.Whereas 4e attacked this from completely the opposite perspective, making a combat boardgame and trying to justify purely technical powers in terms of story, and utterly failing, I've given you many examples.
Commanding Presence as I say is the confusing one. The rest are either fine or Batman-level.I've given you the name of the power each time.
In short they are anti-storytelling.No, temporary hit points serve the narrative by being extra plot protection,
You ... do realise that "plot armour" is a critique of bad writing that takes you out of the story?
Asked and answered.How do oyu translate "quiet the storm of battle" into "gaining a power bonus to attack" ?
Asked and answeredBut they don't, they can use the move to go in any direction, and I guarantee that it is what will happen, I've actually used it.
You have watched a current? Flow isn't laminar everywhere.Swept ALONG...
If you want to stifle your narrative you put mechanical plot armour in like hit points. The only purpose of plot armour is to stifle narratives.No, I don't. It's good that it's a game, and you can play it whatever way you want. I'm just saying, in the context of this thread, that if you play technically, you stiffle your fiction/narrative game, and 4e pushed that to the extreme, that's all.
If you want to enhance your narrative you ensure that actions have consequences. Which most 4e powers do.
And how does that mean that a hit isn't a hit? Or how does "resolve" mean that a hit doesn't draw blood?Not necessarily: "Hit points represent more than physical endurance. They represent your character’s skill, luck, and resolve—all the factors that combine to help you stay alive in a combat situation."
It's far clarThe "bloodied" only means that you have lost half of your hit points. If all that you have lost is skill, luck, and resolve, you might not even have shed a drop of blood. If you want to implement it as "having shed some blood" in your game, why not, but you will have to be careful because of what follows.
Nope. 4e hit points show that paradigm - but your character is more than a single system in isolation. Encounter and daily powers mean that you actually, meaningfully tire in the course of normal play but can pace yourself. 5e sometimes does this. Earlier editions almost always don't.4e shows exactly the same paradigm as the other editions, you fight at peak efficiency until the very last blow,
It's you who is restricting things to only one possible interpretation regarding 4e powers.The problem is that you see everything in only one interpretation, but there are many different interpretations, even in 4e, and other editions have many more as it is more open.
If hit points include determination (as they do) then why in the name of the little black pig do you have any problem with things done by an inspiring person (or even their presence) making their allies more determined.You just evaded the question, again, why should commanding presence actually heal you ?
You aren't even following through here on what you claim to believe about hit points if you have any problem here.
Literally the only one I've failed to answer is when you say Commanding Presence teleports people. As far as I am aware every single other case has been asked and answered.Once more, the point is that the narrative that 4e forces upon me with its inconsistent powers that create bizarre effects is not the one that fiction supports. I have given you many effects, but you avoid answering the more embarrassing ones...
Please explain where this comes from. The only name I have seen you give it is "Commanding Presence".And again, you keep telling this with exactly zero support. Please, once more, explain how a simple shout teleports an enemy across the battlefield, and in which cinematic universe you have seen this happen without magic being involved.
(And if it's an Epic level power then I'm just going to shrug; my big problem with Epic tier in 4e is that it isn't epic enough).