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General Tabletop Discussion
*Dungeons & Dragons
Essentials: More like 3.9e than 4.5e (link inside)
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<blockquote data-quote="I'm A Banana" data-source="post: 5250115" data-attributes="member: 2067"><p>I just would rather see it modeled as the creation of the unusual situation, or the things that you shouldn't repeat (not that you can't). It's a very different feel to having a warrior who uses all his tricks and stunts to set up an unusual situation so that he can get a big attack in, vs. "I use my daily power, and it works, you explain it."</p><p></p><p></p><p></p><p>I like this idea. <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><p>While I personally can grok encounter powers, the "they've never seen this before" thing doesn't work so well for me (since you can fail to kill enemies that show up in future encounters). The "you can't recover your breath this easily during the ongoing slog of combat" makes some sense.</p><p></p><p>But, really, making a fighter, rogue, ranger, etc., who uses only at-wills that can occasionally do awesome things, is totally doable within the 4e framework. I'd be pumped if Essentials went this way. The argument that it makes weak fighters doesn't hold water. </p><p></p><p></p><p></p><p>They're not that great at being narrative, either, though. There's no rising action. There's no building threat. You can go nova on your first swing out the door, which isn't narratively satisfying, either. If they were narrative, I'd expect an Iron Heroes style "build up your strength" mechanic.</p><p></p><p>But even if they were, not everyone wants to bother justifying rule-enforced narrative convention. Personally, I prefer when it makes sense from the set-up, because I prefer to be a little more fast-and-loose with my preparation and execution. Then I can slap a narrative pacing on top of whatever <em>my group</em> determines is the climax, based on vagaries such as how late the game is going that night, how much sleep the players got the night before, etc., rather than on an artificial, in-game "rest" system. </p><p></p><p>Which is not to say that it doesn't work just fine for some people, just that I -- and many, I'm guessing -- would like to be able to do it differently. And I don't see any reason why that can't be. I do see some reasons why the Essentials line may change that (though they may not).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5250115, member: 2067"] I just would rather see it modeled as the creation of the unusual situation, or the things that you shouldn't repeat (not that you can't). It's a very different feel to having a warrior who uses all his tricks and stunts to set up an unusual situation so that he can get a big attack in, vs. "I use my daily power, and it works, you explain it." I like this idea. :) While I personally can grok encounter powers, the "they've never seen this before" thing doesn't work so well for me (since you can fail to kill enemies that show up in future encounters). The "you can't recover your breath this easily during the ongoing slog of combat" makes some sense. But, really, making a fighter, rogue, ranger, etc., who uses only at-wills that can occasionally do awesome things, is totally doable within the 4e framework. I'd be pumped if Essentials went this way. The argument that it makes weak fighters doesn't hold water. They're not that great at being narrative, either, though. There's no rising action. There's no building threat. You can go nova on your first swing out the door, which isn't narratively satisfying, either. If they were narrative, I'd expect an Iron Heroes style "build up your strength" mechanic. But even if they were, not everyone wants to bother justifying rule-enforced narrative convention. Personally, I prefer when it makes sense from the set-up, because I prefer to be a little more fast-and-loose with my preparation and execution. Then I can slap a narrative pacing on top of whatever [I]my group[/I] determines is the climax, based on vagaries such as how late the game is going that night, how much sleep the players got the night before, etc., rather than on an artificial, in-game "rest" system. Which is not to say that it doesn't work just fine for some people, just that I -- and many, I'm guessing -- would like to be able to do it differently. And I don't see any reason why that can't be. I do see some reasons why the Essentials line may change that (though they may not). [/QUOTE]
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Essentials: More like 3.9e than 4.5e (link inside)
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