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<blockquote data-quote="Lyxen" data-source="post: 8410353" data-attributes="member: 7032025"><p>No, they are absurd from the start. The powers were written with a purely gamist perspective of moving pieces on a board and giving them stats, some of them don't even have a visual description, and those which have don't make any sense most of the time.</p><p></p><p>I notice in particular that you have dropped completely the power that you had been speaking of that moved an adversary as part of a warlord's command, because it was even more absurd than the basic Commander Presence.</p><p></p><p></p><p></p><p>Because it mixes everything together again for purely gamist purpose, in an effect that does not even have an in-world description, just a technical effect.</p><p></p><p>This one: Thunderous Fury: "<em>The ferocity of your blow quiets the storm of battle for a moment</em>" Until the end of your next turn, your allies gain a power bonus to attack rolls against the target equal to your Intelligence modifier. How is the effect even remotely linked to the description, is actually the opposite !</p><p></p><p>Or this one: Warlord's Rush "Like a wild, terrible storm, you hurl yourself at your foe. Your allies are swept along on the force of your wrath." </p><p>Allies who have line of sight to you can move their speed, how does this work when they can actually move in any direction they want ? It's not cinematic, it's just purely technical.</p><p></p><p></p><p></p><p>You are the one being mistaken about what hit points represent, then. Hit points are not wound points. You could lose half of your hit points and still not get one mark on your body, if all you have lost is divine favour, or luck, which are actually part of hit points.</p><p></p><p></p><p></p><p>Temporary hit points are not a force field. For an example of a force field, see the abjurer's Arcane Ward, but these are not Temporary Hit Points. Like other hit points, you can interpret them in any way you like, divine protection, luck, stamina, the only thing that they protect are not you, but your other hit points which are just as abstract.</p><p></p><p>Also note that there are 4e powers that give you temporary hit points, but in this case, no, you don't complain about it being a force field: </p><p>Heart of the Titan "You level your weapon at your enemies and utter a grim threat that leaves them fearing for their lives. With great words, you turn yourself or an ally into a battle-hardened juggernaut." The target gains temporary hit points equal to his orher healing surge value + your Charisma modifier. Until the target loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened</p><p></p><p>So, does that grim threat to an enemy create a force field around you or your ally or not ? And then please explain how threatening an enemy creates a force field... Come on, it does not mean anything cinematically, especially if you bestow it on an ally.</p><p></p><p></p><p></p><p>Wrong, it says: "that ally also regains hit points equal to one-half your level" and the 4e rules say "<u>Powers, abilities, and actions that restore hit points are known as healing</u>."</p><p></p><p>Hence, Commanding Presence heals you. You can't get a clearer definition than this using 4e rules.</p><p></p><p></p><p></p><p>No, healing surges can be used for absolutely anything in the game, which is why they were replaced by another concept in 5e, as they have little to do with healing and even less with stamina in the game.</p><p></p><p></p><p></p><p>No, 4e has nothing of the kind. Sorry, but most of the powers read as purely gamist in their perspective. Again, regaining hit points is healing, 4e writes it plainly, so please explain how me hitting someone heals a comrade watching.</p><p></p><p></p><p></p><p>You can't have it both ways, interpreting hit points one way when it suits you and the other way when it does not.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8410353, member: 7032025"] No, they are absurd from the start. The powers were written with a purely gamist perspective of moving pieces on a board and giving them stats, some of them don't even have a visual description, and those which have don't make any sense most of the time. I notice in particular that you have dropped completely the power that you had been speaking of that moved an adversary as part of a warlord's command, because it was even more absurd than the basic Commander Presence. Because it mixes everything together again for purely gamist purpose, in an effect that does not even have an in-world description, just a technical effect. This one: Thunderous Fury: "[I]The ferocity of your blow quiets the storm of battle for a moment[/I]" Until the end of your next turn, your allies gain a power bonus to attack rolls against the target equal to your Intelligence modifier. How is the effect even remotely linked to the description, is actually the opposite ! Or this one: Warlord's Rush "Like a wild, terrible storm, you hurl yourself at your foe. Your allies are swept along on the force of your wrath." Allies who have line of sight to you can move their speed, how does this work when they can actually move in any direction they want ? It's not cinematic, it's just purely technical. You are the one being mistaken about what hit points represent, then. Hit points are not wound points. You could lose half of your hit points and still not get one mark on your body, if all you have lost is divine favour, or luck, which are actually part of hit points. Temporary hit points are not a force field. For an example of a force field, see the abjurer's Arcane Ward, but these are not Temporary Hit Points. Like other hit points, you can interpret them in any way you like, divine protection, luck, stamina, the only thing that they protect are not you, but your other hit points which are just as abstract. Also note that there are 4e powers that give you temporary hit points, but in this case, no, you don't complain about it being a force field: Heart of the Titan "You level your weapon at your enemies and utter a grim threat that leaves them fearing for their lives. With great words, you turn yourself or an ally into a battle-hardened juggernaut." The target gains temporary hit points equal to his orher healing surge value + your Charisma modifier. Until the target loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened So, does that grim threat to an enemy create a force field around you or your ally or not ? And then please explain how threatening an enemy creates a force field... Come on, it does not mean anything cinematically, especially if you bestow it on an ally. Wrong, it says: "that ally also regains hit points equal to one-half your level" and the 4e rules say "[U]Powers, abilities, and actions that restore hit points are known as healing[/U]." Hence, Commanding Presence heals you. You can't get a clearer definition than this using 4e rules. No, healing surges can be used for absolutely anything in the game, which is why they were replaced by another concept in 5e, as they have little to do with healing and even less with stamina in the game. No, 4e has nothing of the kind. Sorry, but most of the powers read as purely gamist in their perspective. Again, regaining hit points is healing, 4e writes it plainly, so please explain how me hitting someone heals a comrade watching. You can't have it both ways, interpreting hit points one way when it suits you and the other way when it does not. [/QUOTE]
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