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*TTRPGs General
Falling off the 4ed bandwagon
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<blockquote data-quote="jgbrowning" data-source="post: 5052921" data-attributes="member: 5724"><p>I never had any scry/buff/teleporting issues in my games. It worked when it worked for the PCs and didn't work when it didn't. It's a good tactic, but so common that anyone with any ability has thought of countermeasures.</p><p></p><p></p><p></p><p>I've never found skill challengess that interesting as they're something I think most GMs have been doing for decades. You'd say to your players, "What do you want to do?", ascribe a probability, and then move on to the next what do you want to do and probability.</p><p></p><p></p><p></p><p>Which is one of the reasons I find wizard bashing rather funny. IMO, clerics and druids were almost always more powerful than wizards.</p><p></p><p></p><p></p><p>Perhaps I should explain myself more concerning combat equality - the goal was to make things appear different because the mix of the three primary aspects are different for each class, but the aspects are all the same. </p><p></p><p>To simplify, if you want to do something other than damage/condition/push pull in combat, fuggeddiaboutit. The combat rules are designed as one would design a minis wargame and the roleplaying aspect is only icing upon it, IMO, with the flavor text existing only to minimize the brutal directness of the continual push/pull/damage/condition repetitiveness. Although you can do other things, they're almost always less optimal than what is provided via every class's spells, exploits or whichever word they use to skin the power.</p><p></p><p></p><p></p><p>Perhaps my merely is a bit hyperbolic, but I do think the ritual system probably resulted as something like "Well, we have all this stuff left over that we took out of combat because we want to rigidly control combat actions, options, and balance, so now what do we do with it?" kinda thing.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 5052921, member: 5724"] I never had any scry/buff/teleporting issues in my games. It worked when it worked for the PCs and didn't work when it didn't. It's a good tactic, but so common that anyone with any ability has thought of countermeasures. I've never found skill challengess that interesting as they're something I think most GMs have been doing for decades. You'd say to your players, "What do you want to do?", ascribe a probability, and then move on to the next what do you want to do and probability. Which is one of the reasons I find wizard bashing rather funny. IMO, clerics and druids were almost always more powerful than wizards. Perhaps I should explain myself more concerning combat equality - the goal was to make things appear different because the mix of the three primary aspects are different for each class, but the aspects are all the same. To simplify, if you want to do something other than damage/condition/push pull in combat, fuggeddiaboutit. The combat rules are designed as one would design a minis wargame and the roleplaying aspect is only icing upon it, IMO, with the flavor text existing only to minimize the brutal directness of the continual push/pull/damage/condition repetitiveness. Although you can do other things, they're almost always less optimal than what is provided via every class's spells, exploits or whichever word they use to skin the power. Perhaps my merely is a bit hyperbolic, but I do think the ritual system probably resulted as something like "Well, we have all this stuff left over that we took out of combat because we want to rigidly control combat actions, options, and balance, so now what do we do with it?" kinda thing. joe b. [/QUOTE]
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