AbdulAlhazred
Legend
I think what it really brings up is that the whole argument is not meaningful in the context of what 4e is trying to do. Daily powers (and other limited use mechanics for that matter) are PLOT COUPONS. The players agree to sit down at the table and be bound by a particular set of rules which allows them to create a narrative. Each player makes decisions which provide them with a defined role in the narrative and a defined set of limited use resources which give them the ability to affect the narrative in various ways, that's all. That is CLEARLY the mindset of the game.
There is no 'logic' that needs to be invoked in order to 'explain' daily powers. Their dailiness or encounteriness or whatever is purely in the service of constructing a better narrative. It would be boring if Gul Rockcrusher, Dwarf Hammermaster got to smush the head of a goblin flat EVERY time he swings his hammer. Instead the player gets to choose an opportune moment when it will have the greatest dramatic impact for that to happen, and use his Brute Strike daily power. That's his big chance (as a 1st level dwarf fighter) to have a big dramatic impact on the story. The rest of the time the player uses some lesser power and dukes it out with the goblins, trading ordinary blows with them.
You don't have to look at ANY of the fighter's powers as being "trying to do a specific thing", they are just "what happens". In the GAME WORLD there is no meta-gamey anything. Gul Rockcrusher ALWAYS aims to slay his foe. He may use various ploys and techniques and general tactics to make himself as effective as possible, but he's always swinging away with that hammer.
From the PLAYER'S perspective it is all just part and parcel of creating the story of the adventure. Now and then (once a day) Gul's player gets to have a more than usually large effect on the narrative by deploying his plot coupon, Brute Strike. He may have other plot coupons, certainly he'll have one he can use every encounter that is a bit less spectacular. He may have one from an item too. He may be able to pull off extra special ones with stunts as well, which are kind of like freebie plot coupons you can generate if you're willing to submit to the luck of the dice a bit extra.
Honestly, it makes pretty good sense to me. "Spells" really aren't much different, except you would assume that with those the character was going after a specific effect from the start. Again, the characters aren't walking around going "Hmmm, I have one use of Fireball today." Instead the Wizard knows that when the flow of magic is right or whatever that his Fireball will work, and the player gets ONE plot coupon for being a level 5 Wizard that lets him say when that is.
4e is not AT ALL a simulationist game at its heart. It is a tool that provides a structure for a procedure to create a narrative story where everyone gets to participate in roughly the same manner. THAT is why the classes have the same power structure, because everyone at the table should have equal access to the NARRATIVE. It isn't about equal balanced characters except incidentally.
There is no 'logic' that needs to be invoked in order to 'explain' daily powers. Their dailiness or encounteriness or whatever is purely in the service of constructing a better narrative. It would be boring if Gul Rockcrusher, Dwarf Hammermaster got to smush the head of a goblin flat EVERY time he swings his hammer. Instead the player gets to choose an opportune moment when it will have the greatest dramatic impact for that to happen, and use his Brute Strike daily power. That's his big chance (as a 1st level dwarf fighter) to have a big dramatic impact on the story. The rest of the time the player uses some lesser power and dukes it out with the goblins, trading ordinary blows with them.
You don't have to look at ANY of the fighter's powers as being "trying to do a specific thing", they are just "what happens". In the GAME WORLD there is no meta-gamey anything. Gul Rockcrusher ALWAYS aims to slay his foe. He may use various ploys and techniques and general tactics to make himself as effective as possible, but he's always swinging away with that hammer.
From the PLAYER'S perspective it is all just part and parcel of creating the story of the adventure. Now and then (once a day) Gul's player gets to have a more than usually large effect on the narrative by deploying his plot coupon, Brute Strike. He may have other plot coupons, certainly he'll have one he can use every encounter that is a bit less spectacular. He may have one from an item too. He may be able to pull off extra special ones with stunts as well, which are kind of like freebie plot coupons you can generate if you're willing to submit to the luck of the dice a bit extra.
Honestly, it makes pretty good sense to me. "Spells" really aren't much different, except you would assume that with those the character was going after a specific effect from the start. Again, the characters aren't walking around going "Hmmm, I have one use of Fireball today." Instead the Wizard knows that when the flow of magic is right or whatever that his Fireball will work, and the player gets ONE plot coupon for being a level 5 Wizard that lets him say when that is.
4e is not AT ALL a simulationist game at its heart. It is a tool that provides a structure for a procedure to create a narrative story where everyone gets to participate in roughly the same manner. THAT is why the classes have the same power structure, because everyone at the table should have equal access to the NARRATIVE. It isn't about equal balanced characters except incidentally.