On the contrary, the capacity not to think is a very useful thing indeed.Bishmon said:When rules provoke the response of "don't think too hard" I'm thinking that's rarely a good thing.
On the contrary, the capacity not to think is a very useful thing indeed.Bishmon said:When rules provoke the response of "don't think too hard" I'm thinking that's rarely a good thing.
KarinsDad said:You haven't been over to the Rules Forum a lot, have you?![]()
This is not 3E. This is not 3.5. The designers are aware that there is massive discussion on the Internet about game rules. Such discussions have been going on for nearly a decade now. So, the designers should be aware that they have to be precise.
Darn said:Not when warlord deems it necessary- when player deems it so. Narrative control to players. A good thing in my book. :\
Honestly, I think that is what the designers have in mind. The fact that the player chooses when the warlord's tactics succeed is no more or less outrageous than players choosing when to use action points, especially in 3E when a typical usage of an action point is to modify a die roll. The player of a 3E cleric with the luck domain choses when the character gets lucky and gets to reroll; it's no different from the player of a 4E warlord choosing when the character's tactics pay off.KarinsDad said:And this "extremely difficult" chance/luck situation occurs whenever the Warlord deems it necessary. hehe. Gotta love those "Laws of Probability" breaking Warlords.
You don't even see how off in right field your explanations sound, do you? They sound rational to you, right? Or are you just pulling my chain with this stuff? I gotta admit, it's very imaginative.![]()
You'll notice, for example, that I'm not the one having problems.KarinsDad said:And this "extremely difficult" chance/luck situation occurs whenever the Warlord deems it necessary. hehe. Gotta love those "Laws of Probability" breaking Warlords.
You don't even see how off in right field your explanations sound, do you? They sound rational to you, right? Or are you just pulling my chain with this stuff? I gotta admit, it's very imaginative.![]()
KarinsDad said:good marital controlling power
Fallen Seraph said:It isn't that it is that the Warlord deems it necessary, it is that yup, for the whole fight he has been doing his best to set up good attacks, etc. Just that when the PLAYER decides to use the Per-Day, in-game the Warlord happens to find a opening to use that strategy.
This- I can see how this is not enough for some people (I am a recovering simulationist) - but it is good enough for me.Fallen Seraph said:It isn't that it is that the Warlord deems it necessary, it is that yup, for the whole fight he has been doing his best to set up good attacks, etc. Just that when the PLAYER decides to use the Per-Day, in-game the Warlord happens to find a opening to use that strategy.
The Warlord has no clue he has an abilities by these names, all he knows is he can set up good strategic advantages for his allies when the opportunity arises.
This is simply broken down into specific abilities for the sake of the player and mechanics of battle.
KarinsDad said:If only the power did not last the entire encounter, then this explanation would work for me (it wouldn't explain the rest of how the power works, but it would be a sufficient explanation as to why Daily martial powers are Daily powers). But with Pin the Foe as an encounter long power, this explanation means that the player decides when to really screw up the laws of game world physics.
Thanks for trying though. And I don't mean that facetiously.