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General Tabletop Discussion
*TTRPGs General
Do powers reduce combat originality?
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<blockquote data-quote="RyvenCedrylle" data-source="post: 4442247" data-attributes="member: 66726"><p>I've been running/playing 4E for about two months now, and IMHO, the powers system is problematic in two ways:</p><p>a) you can't always find powers to match the style of character and </p><p>b) the psychology of resources is way different.</p><p> </p><p>To address (a), this will get sorted out slowly over the course of the game as splat material comes out. F'rinstance, I wanted to play a Wolverine-esque sort of fighter with a little magic ability and found a Fighter/Warlock MC with Ritual Casting and a GM-ok'd unarmed combat houserule <em> a la </em>Andy Collins that fit the character well. He's a lot of fun to play (Boundless Endurance became a magical, wound-closing 'Unnatural Endurance' for instance) and I can work 'out of the box' fairly well with him. The Artificer I'm playing just to try the class? Horrible bore. So based on this and some feedback from other players in said games, I would argue that the overall potential for amusing combat roleplaying is undiminished, but you have to have a much better grasp on the character concept to maintain the 'immersion' level instead of the 'game' level</p><p> </p><p>As for (b) - no, I probably didn't use a Trip attack more than once per encounter if at all, so I'm probably doing more 'interesting things' with Spinning Sweep than with just the normal Trip mechanic. But the option was never mechanically taken from me before. Same with healing. I probably never went through more than 3x my max HP in a day - but now I know in the metagame that all the magic in the world won't help me if I'm out of healing surges (there are exceptions, but in general...) and it screws with me. I'm less likely to try weird stuff because I find myself managing resources instead of being my character.</p><p> </p><p>Do I like 4E for what it is? Sure. But I also have my weekly 2E game as well. They're totally different experiences, offering different sorts of satisfaction.</p></blockquote><p></p>
[QUOTE="RyvenCedrylle, post: 4442247, member: 66726"] I've been running/playing 4E for about two months now, and IMHO, the powers system is problematic in two ways: a) you can't always find powers to match the style of character and b) the psychology of resources is way different. To address (a), this will get sorted out slowly over the course of the game as splat material comes out. F'rinstance, I wanted to play a Wolverine-esque sort of fighter with a little magic ability and found a Fighter/Warlock MC with Ritual Casting and a GM-ok'd unarmed combat houserule [I] a la [/I]Andy Collins that fit the character well. He's a lot of fun to play (Boundless Endurance became a magical, wound-closing 'Unnatural Endurance' for instance) and I can work 'out of the box' fairly well with him. The Artificer I'm playing just to try the class? Horrible bore. So based on this and some feedback from other players in said games, I would argue that the overall potential for amusing combat roleplaying is undiminished, but you have to have a much better grasp on the character concept to maintain the 'immersion' level instead of the 'game' level As for (b) - no, I probably didn't use a Trip attack more than once per encounter if at all, so I'm probably doing more 'interesting things' with Spinning Sweep than with just the normal Trip mechanic. But the option was never mechanically taken from me before. Same with healing. I probably never went through more than 3x my max HP in a day - but now I know in the metagame that all the magic in the world won't help me if I'm out of healing surges (there are exceptions, but in general...) and it screws with me. I'm less likely to try weird stuff because I find myself managing resources instead of being my character. Do I like 4E for what it is? Sure. But I also have my weekly 2E game as well. They're totally different experiences, offering different sorts of satisfaction. [/QUOTE]
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