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Fewer conditions?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5206889" data-attributes="member: 82106"><p>What I am in favor of is making conditions (or really misc effects) more regular and simpler. If 90% of the powers only used a small subset of effects and used a smaller set of durations that WOULD make tracking somewhat simpler. I don't think it would have a major effect on the tactical play of the game either. There are going to be a few powers here and there that have fairly unique effects but at least they're much more likely to be daily and the designers should consider whether or not its really worth having encounter powers or at-will powers that drop oddball effects on things that need tracking.</p><p></p><p>I'd also note that there are a lot of things that can be done that DON'T really require tracking or have simple ways to be tracked that work naturally. Prone is like that, it is easy to signify and its duration is obvious. Other effects that are 'environmental' generally also fall into this category. Its not that big a deal to track a zone for instance or a conjuration or summoning. They have visibility on the board, almost never happen over and over again, etc. </p><p></p><p>Its the 'fiddly' stuff that can get nearly overwhelming. Yes you can put together a usable condition tracking system that works, but is that really a good way for a game to work? Younger players often aren't all that good at running a tracking system like that for instance, and may not be able to just run out and buy white boards and whatnot. NO other RPG I've ever played ever required anything like that either. 4e is the only one. It is likely to turn off some people and isn't a positive feature of the game in and of itself. I'd enjoy the game more if it wasn't necessary. Some people won't play at all. I don't want the game degraded seriously to get simple tracking, but there needs to be a balance. I think the 4e designers erred when they created 1000's of feats and powers that have 1000's of infinitesimally different effects.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5206889, member: 82106"] What I am in favor of is making conditions (or really misc effects) more regular and simpler. If 90% of the powers only used a small subset of effects and used a smaller set of durations that WOULD make tracking somewhat simpler. I don't think it would have a major effect on the tactical play of the game either. There are going to be a few powers here and there that have fairly unique effects but at least they're much more likely to be daily and the designers should consider whether or not its really worth having encounter powers or at-will powers that drop oddball effects on things that need tracking. I'd also note that there are a lot of things that can be done that DON'T really require tracking or have simple ways to be tracked that work naturally. Prone is like that, it is easy to signify and its duration is obvious. Other effects that are 'environmental' generally also fall into this category. Its not that big a deal to track a zone for instance or a conjuration or summoning. They have visibility on the board, almost never happen over and over again, etc. Its the 'fiddly' stuff that can get nearly overwhelming. Yes you can put together a usable condition tracking system that works, but is that really a good way for a game to work? Younger players often aren't all that good at running a tracking system like that for instance, and may not be able to just run out and buy white boards and whatnot. NO other RPG I've ever played ever required anything like that either. 4e is the only one. It is likely to turn off some people and isn't a positive feature of the game in and of itself. I'd enjoy the game more if it wasn't necessary. Some people won't play at all. I don't want the game degraded seriously to get simple tracking, but there needs to be a balance. I think the 4e designers erred when they created 1000's of feats and powers that have 1000's of infinitesimally different effects. [/QUOTE]
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