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Farewell to thee D&D
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<blockquote data-quote="sukael" data-source="post: 4442839" data-attributes="member: 19578"><p>But you did happen to post this on a forum meant for open discussion...</p><p></p><p></p><p></p><p>For a non-spellcaster, encounter and daily powers aren't reserves of energy only useable for one purpose or something - they're forms of narrative control. A 29th-level Fighter doesn't think "oh, I will now use <em>no mercy</em>" - rather, once per day in the <em>narrative</em> of the game he takes advantage of an opportunity to strike an enemy's weak point with all his might.</p><p></p><p></p><p></p><p>To take a look at <em>tumble</em> - "You can shift a number of squares equal to one-half your speed.", as a move action. It's not as though you can't accomplish something very analogous - just taking a move action. It's just that the chance to take advantage of your enemies to dart from Here to There without them realizing until seconds later only <em>comes up</em> very rarely... and once you've done it, they certainly won't leave you the opportunity to do it again.</p><p></p><p></p><p></p><p>Simple - take a single encounter a few levels above the PCs (to make it quite challenging), and then split it however many parts you like, with each "wave" showing up after the previous.</p><p></p><p></p><p></p><p>There's nothing to keep the dragon from simply using its breath weapon repeatedly... and if the level difference is <em>that</em> dramatic, it would be literally impossible to hit by anything other than criticals, making it extremely easy for the dragon to decimate massed forces using its breath weapon, double attack, and tail strike abilities. And that's not even counting its inferno aura...</p><p></p><p></p><p></p><p>Recharge powers are basically the same narrative construct as non-magical encounter and daily powers... albiet somewhat simplified, because working through a handful of even more powers for an entire encounter at once would be a bit too much of a hassle for most DMs.</p><p></p><p></p><p></p><p>This is why 4e encounters are meant to be built with more than one monster. If the players focus on a single ghoul, that gives the other ghouls time to jump in and immobilize all of them, too.</p><p></p><p></p><p></p><p>That "mysterious, powerful arcanist" is, quite simply, much higher level than anyone else around him.</p><p></p><p>The Star Wars Saga RPG offers a simple but elegant codification of this. A professional criminal might be 1st or 2nd level, but a professional "mysterious, powerful Jedi" is 7th level, at the very least - because anything lower than that is a padawan, no more than a trainee and apprentice.</p><p></p><p></p><p></p><p>Minions are minions <em>to the PCs</em>. A rock thrown by a small boy, or any comparable situation, should do nothing - it is simply not appreciable damage.</p><p></p><p></p><p></p><p>Unfortunately, not all people can manage that as easily... and the fact that you <em>have</em> to do something about it, no matter how easy it might be to you, points to bad things about the game itself. I'd say it's much easier to work a cohesive whole from something basically well-balanced but with incredulous points than to do it in the opposite direction.</p></blockquote><p></p>
[QUOTE="sukael, post: 4442839, member: 19578"] But you did happen to post this on a forum meant for open discussion... For a non-spellcaster, encounter and daily powers aren't reserves of energy only useable for one purpose or something - they're forms of narrative control. A 29th-level Fighter doesn't think "oh, I will now use [i]no mercy[/i]" - rather, once per day in the [i]narrative[/i] of the game he takes advantage of an opportunity to strike an enemy's weak point with all his might. To take a look at [i]tumble[/i] - "You can shift a number of squares equal to one-half your speed.", as a move action. It's not as though you can't accomplish something very analogous - just taking a move action. It's just that the chance to take advantage of your enemies to dart from Here to There without them realizing until seconds later only [i]comes up[/i] very rarely... and once you've done it, they certainly won't leave you the opportunity to do it again. Simple - take a single encounter a few levels above the PCs (to make it quite challenging), and then split it however many parts you like, with each "wave" showing up after the previous. There's nothing to keep the dragon from simply using its breath weapon repeatedly... and if the level difference is [i]that[/i] dramatic, it would be literally impossible to hit by anything other than criticals, making it extremely easy for the dragon to decimate massed forces using its breath weapon, double attack, and tail strike abilities. And that's not even counting its inferno aura... Recharge powers are basically the same narrative construct as non-magical encounter and daily powers... albiet somewhat simplified, because working through a handful of even more powers for an entire encounter at once would be a bit too much of a hassle for most DMs. This is why 4e encounters are meant to be built with more than one monster. If the players focus on a single ghoul, that gives the other ghouls time to jump in and immobilize all of them, too. That "mysterious, powerful arcanist" is, quite simply, much higher level than anyone else around him. The Star Wars Saga RPG offers a simple but elegant codification of this. A professional criminal might be 1st or 2nd level, but a professional "mysterious, powerful Jedi" is 7th level, at the very least - because anything lower than that is a padawan, no more than a trainee and apprentice. Minions are minions [i]to the PCs[/i]. A rock thrown by a small boy, or any comparable situation, should do nothing - it is simply not appreciable damage. Unfortunately, not all people can manage that as easily... and the fact that you [i]have[/i] to do something about it, no matter how easy it might be to you, points to bad things about the game itself. I'd say it's much easier to work a cohesive whole from something basically well-balanced but with incredulous points than to do it in the opposite direction. [/QUOTE]
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