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Design & Development: Warlord Article UP!
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<blockquote data-quote="KarinsDad" data-source="post: 4108615" data-attributes="member: 2011"><p>And, this is a semi-reasonable explanation (not totally since it means that the opponent is never able to change his defensive shift mechanism to mimic some other defender that he sees or has seen in the past, i.e. there is no save).</p><p></p><p>But, it's more of a problem that it takes 6 forum pages for someone to come up with a quasi-reasonable rational though. It's a real issue if a lot of powers are this non-intuitive.</p><p></p><p></p><p>In fact, I think you've allowed me to sum up one of my issues with this.</p><p></p><p>This power screams at me that the designers went from game mechanics to fluff, not the other way around. It seems likely that they came up with an idea how to modify game mechanics (in this case, the Warlord appears to modify movement capabilities with some of his powers and so they decided to nerf enemy shifting), then went searching for a rational why a Warlord could do that.</p><p></p><p>I think the powers would be more intuitive and logical if the fluff idea was thought of first, and then the most appropriate game mechanic was applied to it. Whether this actually happened for this power or not I do not know, it's just so non-intuitive that it seems very likely.</p><p></p><p>I've felt this way with a lot of the latter splat books like Bo9S and PHB II. A lot of the feats and maneuvers and such in these books follow a general theme, but they appear to be crunch ideas looking for fluff explanations.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4108615, member: 2011"] And, this is a semi-reasonable explanation (not totally since it means that the opponent is never able to change his defensive shift mechanism to mimic some other defender that he sees or has seen in the past, i.e. there is no save). But, it's more of a problem that it takes 6 forum pages for someone to come up with a quasi-reasonable rational though. It's a real issue if a lot of powers are this non-intuitive. In fact, I think you've allowed me to sum up one of my issues with this. This power screams at me that the designers went from game mechanics to fluff, not the other way around. It seems likely that they came up with an idea how to modify game mechanics (in this case, the Warlord appears to modify movement capabilities with some of his powers and so they decided to nerf enemy shifting), then went searching for a rational why a Warlord could do that. I think the powers would be more intuitive and logical if the fluff idea was thought of first, and then the most appropriate game mechanic was applied to it. Whether this actually happened for this power or not I do not know, it's just so non-intuitive that it seems very likely. I've felt this way with a lot of the latter splat books like Bo9S and PHB II. A lot of the feats and maneuvers and such in these books follow a general theme, but they appear to be crunch ideas looking for fluff explanations. [/QUOTE]
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