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Fixing the Fighter
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<blockquote data-quote="Remathilis" data-source="post: 6068512" data-attributes="member: 7635"><p>CAGI is the best example of what NOT to do in Next. Here is why.</p><p></p><p>A wizard cast's a mind control spell which forces his foe to attack another foe. We accept this because we're willing to accept that magic could cloud or control a foe's perceptions and make him unable to determine friend from foe (creating a personal "fog of war" for the afflicted). Since its magic, we accept it can do something magical, such as control the thoughts of another. More importantly, we have a "source" or a "reason" it happens; there is a extraordinary effect going on. If you asked a bystander what happened and why, he could create a logical cause and effect chain ("wizard wiggles his fingers, Bob attacked Larry"). </p><p></p><p>CAGI affects the game from a narrative level. Its premise (that a fighter can goad foes into attacking him, and then they get punished for doing so) is feasible but its execution requires a certain level of assumption on the part of the players involved. It assumes the foe is undisciplined, or gullible, enough that the trick will work unerringly (with only those who succeed the will save would see the trick). It doesn't seem to account for the experience, intelligence, or even primary battle tactic (the wizard rushes forth with his dagger drawn) nor does and its manages to to somehow be 100% accurate in the weapon hit portion. (I wager if every foe the warrior drew in stands around for another round, the fighter could not replicate the ability to attack all foes with 100% accuracy). Furthermore, there is no reason for the trick to work. Our bystander couldn't tell you why it worked, or why the fighter couldn't do it again the next round, who what the foes charging the fighter were thinking. </p><p></p><p>Third, I really dislike abilities that override a player's ability to react unless there is mind control magic involved. A person who is playing a brave fighter who doesn't run in fear shouldn't be forced to unless there is magical power at work. Similarly, if I gave a monster a CAGI-like power (the monster roars, make a will save or charge!) how many people would accept that they're 20 Int wizard, the cowardly rogue, and the priest of healing would all rush said monsters and dutifully accept their whack? I'm sure I'd hear all manner of complaining from how "My wizard would use magic missile" or "my rogue would never make a frontal assault". </p><p></p><p>tl;dr: A charm spell effects the target within the confines of the narrative. CAGI changes the narrative. I don't like powers that overtly changes the narrative, especially visibly (an issue I have with powers like King's Castle or other daily martial strikes). I don't mind luck/fate points or powers (which are invisible in the confines of the in-game narrative) but I dislike "I know this trick, but its so risky I can only try it once every 24 hours" type of powers and I REALLY despise "I am telling you what your monsters are doing this round" without magic.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6068512, member: 7635"] CAGI is the best example of what NOT to do in Next. Here is why. A wizard cast's a mind control spell which forces his foe to attack another foe. We accept this because we're willing to accept that magic could cloud or control a foe's perceptions and make him unable to determine friend from foe (creating a personal "fog of war" for the afflicted). Since its magic, we accept it can do something magical, such as control the thoughts of another. More importantly, we have a "source" or a "reason" it happens; there is a extraordinary effect going on. If you asked a bystander what happened and why, he could create a logical cause and effect chain ("wizard wiggles his fingers, Bob attacked Larry"). CAGI affects the game from a narrative level. Its premise (that a fighter can goad foes into attacking him, and then they get punished for doing so) is feasible but its execution requires a certain level of assumption on the part of the players involved. It assumes the foe is undisciplined, or gullible, enough that the trick will work unerringly (with only those who succeed the will save would see the trick). It doesn't seem to account for the experience, intelligence, or even primary battle tactic (the wizard rushes forth with his dagger drawn) nor does and its manages to to somehow be 100% accurate in the weapon hit portion. (I wager if every foe the warrior drew in stands around for another round, the fighter could not replicate the ability to attack all foes with 100% accuracy). Furthermore, there is no reason for the trick to work. Our bystander couldn't tell you why it worked, or why the fighter couldn't do it again the next round, who what the foes charging the fighter were thinking. Third, I really dislike abilities that override a player's ability to react unless there is mind control magic involved. A person who is playing a brave fighter who doesn't run in fear shouldn't be forced to unless there is magical power at work. Similarly, if I gave a monster a CAGI-like power (the monster roars, make a will save or charge!) how many people would accept that they're 20 Int wizard, the cowardly rogue, and the priest of healing would all rush said monsters and dutifully accept their whack? I'm sure I'd hear all manner of complaining from how "My wizard would use magic missile" or "my rogue would never make a frontal assault". tl;dr: A charm spell effects the target within the confines of the narrative. CAGI changes the narrative. I don't like powers that overtly changes the narrative, especially visibly (an issue I have with powers like King's Castle or other daily martial strikes). I don't mind luck/fate points or powers (which are invisible in the confines of the in-game narrative) but I dislike "I know this trick, but its so risky I can only try it once every 24 hours" type of powers and I REALLY despise "I am telling you what your monsters are doing this round" without magic. [/QUOTE]
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