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Dragon Editorial: Fearless
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<blockquote data-quote="Lizard" data-source="post: 4062969" data-attributes="member: 1054"><p>I've been waiting several months to read something like this. </p><p></p><p>The vast bulk of playtest reports have all been things like "And then my first level wizard used his Armageddon Burst to KILL THE DEMON PRINCE, and even COOLER, it's an AT WILL power, so we don't have to STOP or ANYTHING! Yeah, Fred got hurt, but the PALADIN killed a nearby ORC and thus HEALED Fred just by being SO AWESOME! 3e SUCKS!"</p><p></p><p>I don't want to read that.</p><p></p><p>I want to read about struggles. About risks. About the sole survivor, down to his last hit point, rolling that one crucial 20 which takes out the baddy. (Or, sometimes, doesn't...) I want to feel the game will be *hard*. Will be *challenging*. That we'll need every single one of those per-encounter and at-will powers just to get through a gang of orc bandits, and we'd better know our synergies and our tactics well in order to do it. I don't want to rely on dumb luck, I want to know that my decisions and choices -- during character build and in-play -- are what will make the difference 90% of the time, with luck being the icing on the cake, as it were.</p><p></p><p>(And I'd also like it made clear which things have mechanical support and which are pure DM fiat. Don't tell us about mine cars unless there's a cool "chase scene" mechanic in 4e that wasn't in 3e -- I can make up a "Random Mine Car Event Table" myself...</p><p></p><p>Roll Event</p><p>1 Smooth sailing -- lucky you!</p><p>2-3 Hairpin turn -- DC 10 Balance check to stay in the car.</p><p>4-5 Attacked by flying gargoyle; he gets one attack as you zip by, you may counter.</p><p>6-7 Sudden plunge. DC 15 Reflex save or take 3d6 from sudden shock</p><p>8 Roll twice, combine.</p><p></p><p>Do this 2d6 times to model the entire ride. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>)</p></blockquote><p></p>
[QUOTE="Lizard, post: 4062969, member: 1054"] I've been waiting several months to read something like this. The vast bulk of playtest reports have all been things like "And then my first level wizard used his Armageddon Burst to KILL THE DEMON PRINCE, and even COOLER, it's an AT WILL power, so we don't have to STOP or ANYTHING! Yeah, Fred got hurt, but the PALADIN killed a nearby ORC and thus HEALED Fred just by being SO AWESOME! 3e SUCKS!" I don't want to read that. I want to read about struggles. About risks. About the sole survivor, down to his last hit point, rolling that one crucial 20 which takes out the baddy. (Or, sometimes, doesn't...) I want to feel the game will be *hard*. Will be *challenging*. That we'll need every single one of those per-encounter and at-will powers just to get through a gang of orc bandits, and we'd better know our synergies and our tactics well in order to do it. I don't want to rely on dumb luck, I want to know that my decisions and choices -- during character build and in-play -- are what will make the difference 90% of the time, with luck being the icing on the cake, as it were. (And I'd also like it made clear which things have mechanical support and which are pure DM fiat. Don't tell us about mine cars unless there's a cool "chase scene" mechanic in 4e that wasn't in 3e -- I can make up a "Random Mine Car Event Table" myself... Roll Event 1 Smooth sailing -- lucky you! 2-3 Hairpin turn -- DC 10 Balance check to stay in the car. 4-5 Attacked by flying gargoyle; he gets one attack as you zip by, you may counter. 6-7 Sudden plunge. DC 15 Reflex save or take 3d6 from sudden shock 8 Roll twice, combine. Do this 2d6 times to model the entire ride. :) ) [/QUOTE]
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