Phaezen
Adventurer
Tide of Iron, for instance, has been a shield bash, a kicked-over table, a shoulder check, a thrust kick, a hard shove, and at one point, an enraged cat.
Enraged cat? See now you have to tell that story.
Phaezen
Tide of Iron, for instance, has been a shield bash, a kicked-over table, a shoulder check, a thrust kick, a hard shove, and at one point, an enraged cat.
4e didn't necessarily kill the 15 minute work day, it just put some safeguards in to prevent players from blowing their - you know what, I'm not going to use that phrase. It gave players longevity at the cost of choice. You could last just as long in 3e as you could in 4e, saving your good stuff (dailies) for when you needed it, or you can go OH GOD GIANT SPIDER FIREBALL FIREBALL FIREBALL METEOR SHOWER DISINTIGRATE I DON'T CARE THAT IT'S HALF MY LEVEL. In 4e, you can do the first, but noooot so much the second.
You haven't played 4e much or at all, have you? You are basing your argument only on theorycraft and what you read others like you (little or no practical 4e experience) rant about on the interweb?
Well, let me repeat what has been said by those who actually play 4e regularly. Dailies are not the limiting factor when debating the 15 minutes day. This doesn't mean that some groups do not chose to stop and rest when they are out of dailies. There are chickens everywhere, not all were meant to play heroes. But it does however mean that a group can easily go on without dailies, fighting interesting and hard fights. Sure, if they run into a n+3 or so, they might be screwed, but those fights are normally fairly rare.
So yeah, they pretty much killed it.
And where is the lack of choice? You must surely mean for the spell-casters, right?
I certainly noticed and let me tell you, I was shocked to see you saying something positive about 4e! I've only ever seen you complaining about it ... in fact, it's somewhat ironic that you are warming to it while I am finding that I don't like it that much after all.I'm not saying anything bad about 4e. If anything, my post there was praising it.
You think they killed the 15 minute work day? I think they made it worse! Not because of the dailies but because of the healing surges. Once you're out of those - and in my group that happens pretty damn quickly - then you literally CANNOT go any further.So yeah, they pretty much killed it.
I see the illusion of choice, at least with the classes in the PHB ... but when you get down to it, since half of a class's powers are generally geared towards one or the other of the two builds, your actual choice is generally less than it first appears. Add to that the point that Stalker0 made about certain powers being obviously superior to others and your choice is diminished even further ... and the fact that I have to rely on supplements to increase my choice is not cool.And where is the lack of choice? You must surely mean for the spell-casters, right?
I certainly noticed and let me tell you, I was shocked to see you saying something positive about 4e! I've only ever seen you complaining about it ... in fact, it's somewhat ironic that you are warming to it while I am finding that I don't like it that much after all.
2) I went on a mini-tangent on this in another thread that sadly seems to have died, but if you want to maximize the good of the powers system, then put the players through a grinder (it helps if they know it's coming). In the example of the other thread, the setting was in the middle of a war/seige, and I gave the idea of the players having to go in and kill a lieutenant. However, to GET to him, they'd have to go through two handfuls of rank and file troops. The catch? The longer the lieutenant was alive, the more the battle swayed in the Bad Guy's favor. This gives the players a "fun" (for the DM, at least) problem - they need to work through the rank and file fast, but if they blow all their powerful attacks, they won't have any left for the big guy. For extra fun, those rank and file troops don't all attack at once - reinforcements trickle in with every round or so, so you can't just unleash one big cocktail and take care of all of them at once.
I guess what I'm saying is: the powers system works best when players are frayed.
Yes, there are things I like about 4e too ... but while I had even gone so far as to put "4e is 4 me" in my sig during the lead-up to release, I have since come to find that it is not the game I was expecting it to be - and, like you, the powers system is one of my biggest hang-ups too.Don't get me wrong - 4e is far from my favorite game. But I figure I can't very well get irked by people neverendingly praising it if I or others neverendingly slam it. And quite frankly, there are things about 4e I do like, even in the powers system (which is one of my biggest hang ups)
There is a huge difference between being railroaded by the GM, and playing in accordance with the rules of the game.Isn't it great to play in a movie script where the director (DM/rules) dictate (railroad) you actions and choices?
Agreed.rather than narrative pre-conditions allowing a maneuver to occur, the maneuver itself creates its own narrative pre-conditions. In terms of who has a hand in how the narrative actively plays out, 4E powers tilt control toward the players -- not because of any particular notion that players can change narrative on a whim, but because their interfaces to the world have narrative-changing abilities built into them.
The game rules limit what the player can do while playing the game. But they also let the player decide (in accordance with those rules) what the gameworld is like (eg that all one's PC's opponents simultaneously come towards him/her). The rules increase the player's control over the state of the gameworld.I fail to see how 4e's power system gives players more control of the narrative. Frankly, I see it as being quite the opposite.
If I have an ability that can be used as many times as I want, then I can choose to use it as many or as few times as I want ... but if I have an ability that I can only use once an encounter or once a day, while I can still choose when to use it, I am being told that I cannot choose to use it more than once an encounter or once a day ... I don't find that empowering at all. I find that extremely limiting.
This is where page 42 of the DMG comes into play. As the example of the Acrobatics check and the chandelier shows, the GM is meant to set DCs for non-power-based stunts that reflect not just the difficulty of the action in the gameworld, but the suitability of the action to the narrative (ie do we as a gaming table want to see more or less of this sort of stuff going on?).If the narrative calls for my character to go tumbling across the stage and then tumbling back again, I can do that in 3e and in SWSE, but apparently I can only do that in 4e if I'm a rogue and then I can only do it once during the encounter on the stage. How am I empowered in this situation? How am I adding to the DM's sandbox by choosing to use my tumble to cross the stage in one direction and then having to walk back to my starting point because I apparently can't tumble again, even if it would be appropriate to the narrative to be able to do so?