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<blockquote data-quote="Lyxen" data-source="post: 8418970" data-attributes="member: 7032025"><p>The thing is that what you are describing is not exactly the same thing. Forced movement is one thing, it's part of the rules, but there is a defense to it when it is imposed on you. And it does not negate the fact that, before it, you were elsewhere. It's not "retcon, you were over there the whole time"...</p><p></p><p></p><p></p><p>I don't see what this has to do with the current discussion. It was a standard power just like Thunderwave in 5e, you fail your save, you suffer the effect. No retcon.</p><p></p><p></p><p></p><p>Don't get me wrong, player agency sometimes rubs me the wrong way too, I'm just pointing out the obvious difference between imposing things on players through an effect mandated by the rules with appropriate defenses and just erasing player choices.</p><p></p><p></p><p></p><p>Because you are not playing it by the rules, as demonstrated in my two previous posts. It's not an insult in any way shape or form to say it, it's actually great that you took a game system and made it your own for your own games. But the way it's written, it does not feel at all like the way you are describing it. I have played it for years too, you know, with aims similar as yours because most of our players come from AD&D 1e era if not before like myself.</p><p></p><p></p><p></p><p>It's not a special "pleading", you are purposefully mixing up small steps in the mechanical process of resolving one attack with different actions undertaken at different times by different characters.</p><p></p><p></p><p></p><p>Only 5e does not do it that way, because it does not mix things which do not belong together in the narrative sense. The half-orc has relentless endurance, but it's built properly along the 5e lines, it's all about endurance and grit, and nothing else, and has nothing to do with recovery, because recovery is a completely different thing than keeping going.</p><p></p><p>Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.</p><p></p><p></p><p>And again, this is why I don't like the 4e vision that everything is interchangeable, it gives less character to the races and classes.</p><p></p><p>The one above is for the half-orc, but paladin heal (recovery) through laying on hands.</p><p></p><p>And note that the 5e fighter's Second Wind is personal, not for others (so not a commanding speech, just ass with 4e martial power, a reserve of stamina built through training that the fighter can personally draw upon). Still, I don't like it that much personally but there you go, no edition is perfect.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8418970, member: 7032025"] The thing is that what you are describing is not exactly the same thing. Forced movement is one thing, it's part of the rules, but there is a defense to it when it is imposed on you. And it does not negate the fact that, before it, you were elsewhere. It's not "retcon, you were over there the whole time"... I don't see what this has to do with the current discussion. It was a standard power just like Thunderwave in 5e, you fail your save, you suffer the effect. No retcon. Don't get me wrong, player agency sometimes rubs me the wrong way too, I'm just pointing out the obvious difference between imposing things on players through an effect mandated by the rules with appropriate defenses and just erasing player choices. Because you are not playing it by the rules, as demonstrated in my two previous posts. It's not an insult in any way shape or form to say it, it's actually great that you took a game system and made it your own for your own games. But the way it's written, it does not feel at all like the way you are describing it. I have played it for years too, you know, with aims similar as yours because most of our players come from AD&D 1e era if not before like myself. It's not a special "pleading", you are purposefully mixing up small steps in the mechanical process of resolving one attack with different actions undertaken at different times by different characters. Only 5e does not do it that way, because it does not mix things which do not belong together in the narrative sense. The half-orc has relentless endurance, but it's built properly along the 5e lines, it's all about endurance and grit, and nothing else, and has nothing to do with recovery, because recovery is a completely different thing than keeping going. Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. And again, this is why I don't like the 4e vision that everything is interchangeable, it gives less character to the races and classes. The one above is for the half-orc, but paladin heal (recovery) through laying on hands. And note that the 5e fighter's Second Wind is personal, not for others (so not a commanding speech, just ass with 4e martial power, a reserve of stamina built through training that the fighter can personally draw upon). Still, I don't like it that much personally but there you go, no edition is perfect. [/QUOTE]
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