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<blockquote data-quote="Gorgoroth" data-source="post: 5951875" data-attributes="member: 6674889"><p><strong>the carousel</strong></p><p></p><p>is clearly an unrealistic exploit. If my DM did that to one of us, we'd come back the next session (after re-rolling a new toon), with a completely twinked out exploit broken party.</p><p></p><p>This is the type of thing where the rules makers could take the feedback of these playtests, and say, hey, this is broken, here are in-game ways to fix it, without necesserily having to resort to kludgy hacks. I work in MMORPGs and deal with hacked clients and exploits all the time, but if you have a live DM you don't have an adversarial relationship with your players (ideally), where you each expect the other to abuse you (on one side for your money, and on the other side...for other people's money, or the company's, or just for mayhem's sake), you should be able to fix stuff with the "reasonableness" clause. I know...silly to expect people to be reasonable..huh</p><p></p><p>What I'm saying is I appreciate good game design that makes these types of broken corner cases impossible, but not at the expense of good hard + fast rules. That said, I'm a fan of AoOs, and the idea of charging down a 10' wide guarded corridor is lame-sauce to me. The DM should just say "the enemy sees your move and intercepts you to stop your advance". You can stop a charging enemy from reaching the end zone in a wide open field if you're fast + strong enough (or lucky, if they're also wily and fast+strong too), but if you're guarding a 10' wide corridor, there should be zero chance of the enemy being able to rush past you if they're trying to block you.</p><p></p><p>This is where a "guard", "defend", or "block" action should be defined in Core. Only if you are "guarding", say, can you focus on the task of preventing enemies from hitting/moving past/whatever target you specify.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 5951875, member: 6674889"] [b]the carousel[/b] is clearly an unrealistic exploit. If my DM did that to one of us, we'd come back the next session (after re-rolling a new toon), with a completely twinked out exploit broken party. This is the type of thing where the rules makers could take the feedback of these playtests, and say, hey, this is broken, here are in-game ways to fix it, without necesserily having to resort to kludgy hacks. I work in MMORPGs and deal with hacked clients and exploits all the time, but if you have a live DM you don't have an adversarial relationship with your players (ideally), where you each expect the other to abuse you (on one side for your money, and on the other side...for other people's money, or the company's, or just for mayhem's sake), you should be able to fix stuff with the "reasonableness" clause. I know...silly to expect people to be reasonable..huh What I'm saying is I appreciate good game design that makes these types of broken corner cases impossible, but not at the expense of good hard + fast rules. That said, I'm a fan of AoOs, and the idea of charging down a 10' wide guarded corridor is lame-sauce to me. The DM should just say "the enemy sees your move and intercepts you to stop your advance". You can stop a charging enemy from reaching the end zone in a wide open field if you're fast + strong enough (or lucky, if they're also wily and fast+strong too), but if you're guarding a 10' wide corridor, there should be zero chance of the enemy being able to rush past you if they're trying to block you. This is where a "guard", "defend", or "block" action should be defined in Core. Only if you are "guarding", say, can you focus on the task of preventing enemies from hitting/moving past/whatever target you specify. [/QUOTE]
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