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General Tabletop Discussion
*Pathfinder & Starfinder
Elephant in the room: rogue and fighter dailies.
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<blockquote data-quote="Hypersmurf" data-source="post: 5926437" data-attributes="member: 1656"><p>You're answering different questions.</p><p></p><p>I'm answering the question "How can the <em>Come And Get It</em> Power be narrated to justify why the sorcerer is now in melee range of the scary fighter?"</p><p></p><p>You're answering "How can we mechanically resolve an action to drop a chandelier on a sorcerer?"</p><p></p><p>I'm saying that if the game mechanics tell us "The sorcerer ends your action in <em>this</em> square", then we don't <em>need</em> to consult a different rules subsystem to determine whether I was able to grab him and how far I managed to throw him. We already <em>know</em> that he ended up in this square - the power says so. So we know the answer to how far I threw him - far enough to land in that square. We know whether I was able to grab him - obviously I could, since I managed to throw him.</p><p></p><p>We <em>could</em> tell the same story using an unarmed touch attack, a grapple check, and some sort of strength check. But in 4E, we can tell that story with <em>Come And Get It</em>.</p><p></p><p></p><p></p><p>One of my favourite GMs has a stock answer to the question "Is there, like, a rope I can swing on?"</p><p></p><p>"There's <em>always</em> a rope."</p><p></p><p>But apart from that - as a GM, I love it when players interact with the environment, rather than just moving across a flat floor to hit something with a sword. Whether I supplied the environmental elements or they do, it makes for a more cinematic experience.</p><p></p><p>So what's the negative to there being a rug in the room that I hadn't prepared in advance?</p><p></p><p></p><p></p><p>Well, of course it was. But an identical scene could result from a 4E Ranger using Split The Tree against a pair of opponents.</p><p></p><p>Is it a bad thing if a D&D combat ends up producing similar visuals to an action movie?</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 5926437, member: 1656"] You're answering different questions. I'm answering the question "How can the [I]Come And Get It[/I] Power be narrated to justify why the sorcerer is now in melee range of the scary fighter?" You're answering "How can we mechanically resolve an action to drop a chandelier on a sorcerer?" I'm saying that if the game mechanics tell us "The sorcerer ends your action in [i]this[/i] square", then we don't [i]need[/i] to consult a different rules subsystem to determine whether I was able to grab him and how far I managed to throw him. We already [I]know[/I] that he ended up in this square - the power says so. So we know the answer to how far I threw him - far enough to land in that square. We know whether I was able to grab him - obviously I could, since I managed to throw him. We [i]could[/i] tell the same story using an unarmed touch attack, a grapple check, and some sort of strength check. But in 4E, we can tell that story with [I]Come And Get It[/I]. One of my favourite GMs has a stock answer to the question "Is there, like, a rope I can swing on?" "There's [i]always[/i] a rope." But apart from that - as a GM, I love it when players interact with the environment, rather than just moving across a flat floor to hit something with a sword. Whether I supplied the environmental elements or they do, it makes for a more cinematic experience. So what's the negative to there being a rug in the room that I hadn't prepared in advance? Well, of course it was. But an identical scene could result from a 4E Ranger using Split The Tree against a pair of opponents. Is it a bad thing if a D&D combat ends up producing similar visuals to an action movie? -Hyp. [/QUOTE]
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Elephant in the room: rogue and fighter dailies.
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