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<blockquote data-quote="Kae'Yoss" data-source="post: 2411800" data-attributes="member: 4134"><p>Can be fun. Can be done in 3e. You don't even need much for that. The DM just breaks out the monster manual, opens it, and gives you a monster.</p><p></p><p></p><p> </p><p></p><p>So why don't we just agree that it has nothing to do with power gaming? Both can be used to do good roleplaying, both can be abused to do powergaming.</p><p></p><p></p><p></p><p>That's not the problem of the rules, though. It's the problem of some problem players. Actually, I don't see stuff like that here often.</p><p></p><p>Sure, if someone comes along and says "I want to have a warrior/martial artist who does more than just hack at the enemy, but tries to gain the advantage, I would say "do stuff like disarming, tripping, sundering weapons. Get the feats for that to be better at it". He'll have a good run for these feats as he'll use these maneuvers very often, and it makes sense that he has experience/training in these tactics. But I won't jump at a guy who will try to disarm someone without having the feat or something. </p><p></p><p> </p><p></p><p>See improved disarm: Everyone can try it. But those who are trained in the trick (who have the feat) are better at it.</p><p></p><p></p><p></p><p>This is one of the few instances where the new dogma hasn't arrived yet (others are weapon finesse, trapfinding and Track). But seeing that earlier editions (AFAIK) did not even offer the option to sacrifice accuracy for damage potential, it is a step forward (And 4e will probably make power attack available for everyone, maybe weaker than now, and have an improved power attack feat.</p><p></p><p></p><p></p><p>Personally, I cannot stand dungeon crawl after dungeon crawl, but that's a matter of preference. The fact is that this old "mission design" is possible in D&D, and quite easy. I don't think that it's just that.</p><p></p><p>I mean, if you want to do a kick-in-the-door style campaign, you just do it. Make cha dump stat, just pick some skills (and max'em out), get the attack spells and go. As easy as that.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 2411800, member: 4134"] Can be fun. Can be done in 3e. You don't even need much for that. The DM just breaks out the monster manual, opens it, and gives you a monster. So why don't we just agree that it has nothing to do with power gaming? Both can be used to do good roleplaying, both can be abused to do powergaming. That's not the problem of the rules, though. It's the problem of some problem players. Actually, I don't see stuff like that here often. Sure, if someone comes along and says "I want to have a warrior/martial artist who does more than just hack at the enemy, but tries to gain the advantage, I would say "do stuff like disarming, tripping, sundering weapons. Get the feats for that to be better at it". He'll have a good run for these feats as he'll use these maneuvers very often, and it makes sense that he has experience/training in these tactics. But I won't jump at a guy who will try to disarm someone without having the feat or something. See improved disarm: Everyone can try it. But those who are trained in the trick (who have the feat) are better at it. This is one of the few instances where the new dogma hasn't arrived yet (others are weapon finesse, trapfinding and Track). But seeing that earlier editions (AFAIK) did not even offer the option to sacrifice accuracy for damage potential, it is a step forward (And 4e will probably make power attack available for everyone, maybe weaker than now, and have an improved power attack feat. Personally, I cannot stand dungeon crawl after dungeon crawl, but that's a matter of preference. The fact is that this old "mission design" is possible in D&D, and quite easy. I don't think that it's just that. I mean, if you want to do a kick-in-the-door style campaign, you just do it. Make cha dump stat, just pick some skills (and max'em out), get the attack spells and go. As easy as that. [/QUOTE]
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