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<blockquote data-quote="KarinsDad" data-source="post: 5208771" data-attributes="member: 2011"><p>I would like to see most one round durations go.</p><p></p><p>A lot of the conversation here revolves around ENT, SNT, save ends, etc.</p><p></p><p>Why do we need most of this stuff for buff and debuff?</p><p></p><p>Why can't many effects be: "you are at -1 to hit for the rest of the encounter", "when an opponent shifts, you can shift with him until the end of the encounter"?</p><p></p><p>Simple. Done. Mark it down on your sheet and move on.</p><p></p><p>What's this obsession with one round effects?</p><p></p><p>We do need some one plus round system for stun and daze and other more heavily debilitating effects, but there are some effects that it is ok to have occur for the entire encounter.</p><p></p><p>You are slowed until the end of the encounter. You are deafened until the end of the encounter.</p><p></p><p></p><p>And "save ends" is not the one plus round solution either for some effects. There really does need to be a "until end of next turn" one round solution (and this should be user of the power, not target).</p><p></p><p>For example, Wizard is off in the corner and casts a defense debuff with save end on the foe near him. The foe goes next in the initiative and makes his save. The debuff did nothing. The Wizard (or anyone else in the group) never gets to take advantage of the fact that the foe was debuffed.</p><p></p><p></p><p>And effects like Mark just make the issue more complex. Do we really need a Mark system in the game? Isn't it easier to have something like "Combat Challenges works on any foe next to the Fighter". Period. Done. No need to mark for a Fighter. And, this same type of mark rule could apply to all Defenders. The foes you actually threaten are the foes that you lock down. Yes, it takes some tactics out of the game system, but it also takes complexity and bookkeeping out of the game system.</p><p></p><p>I don't know how many times we've had the conversation at our table of "no, this isn't my normal swordmage mark, this is my other one". The amount of information the DM has to know about every PC starts increasing a lot.</p><p></p><p>In fact, as a DM, I no longer know some percentage of the abilities of the 6 17th level PCs in my home game because there are just too fricking many of them. I have to rely on my players to really know their PCs and that they are not doing the wrong thing because they misunderstand an ability. If there is an adjudication question, they have to hand their power or feat sheet to me so that I can read it and make a ruling because I sure as heck cannot remember what a lot of the 60 feats and 84 powers and dozen or so items powers are supposed to do. But if there is not a question asked by me or the player, I am mostly clueless if a player is using a power or feat correctly or not.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5208771, member: 2011"] I would like to see most one round durations go. A lot of the conversation here revolves around ENT, SNT, save ends, etc. Why do we need most of this stuff for buff and debuff? Why can't many effects be: "you are at -1 to hit for the rest of the encounter", "when an opponent shifts, you can shift with him until the end of the encounter"? Simple. Done. Mark it down on your sheet and move on. What's this obsession with one round effects? We do need some one plus round system for stun and daze and other more heavily debilitating effects, but there are some effects that it is ok to have occur for the entire encounter. You are slowed until the end of the encounter. You are deafened until the end of the encounter. And "save ends" is not the one plus round solution either for some effects. There really does need to be a "until end of next turn" one round solution (and this should be user of the power, not target). For example, Wizard is off in the corner and casts a defense debuff with save end on the foe near him. The foe goes next in the initiative and makes his save. The debuff did nothing. The Wizard (or anyone else in the group) never gets to take advantage of the fact that the foe was debuffed. And effects like Mark just make the issue more complex. Do we really need a Mark system in the game? Isn't it easier to have something like "Combat Challenges works on any foe next to the Fighter". Period. Done. No need to mark for a Fighter. And, this same type of mark rule could apply to all Defenders. The foes you actually threaten are the foes that you lock down. Yes, it takes some tactics out of the game system, but it also takes complexity and bookkeeping out of the game system. I don't know how many times we've had the conversation at our table of "no, this isn't my normal swordmage mark, this is my other one". The amount of information the DM has to know about every PC starts increasing a lot. In fact, as a DM, I no longer know some percentage of the abilities of the 6 17th level PCs in my home game because there are just too fricking many of them. I have to rely on my players to really know their PCs and that they are not doing the wrong thing because they misunderstand an ability. If there is an adjudication question, they have to hand their power or feat sheet to me so that I can read it and make a ruling because I sure as heck cannot remember what a lot of the 60 feats and 84 powers and dozen or so items powers are supposed to do. But if there is not a question asked by me or the player, I am mostly clueless if a player is using a power or feat correctly or not. [/QUOTE]
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