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Fixing the Fighter
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<blockquote data-quote="Remathilis" data-source="post: 6069511" data-attributes="member: 7635"><p>This is where we're going to agree to disagree. D&D combat is already highly abstract, so I don't need every feint, parry or thrust accounted for, but I generally assume that any decision a PC can take is one the character would. A wizard cast's sleep because he knows he has sleep memorized. A fighter uses power attack because he knows how to use that fighting technique. There is room for metagame element (I've mentioned Action Points, which can represent all sorts of fiat, luck, or the Will of the Gods if you want it to) but I like them off-camera, influencing things that could be possible without them. Metagame elements should never grant a PC an action he could not do without them. </p><p></p><p>But if it works for you, great. It doesn't for me. My hope is Next avoids or minimizes them.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6069511, member: 7635"] This is where we're going to agree to disagree. D&D combat is already highly abstract, so I don't need every feint, parry or thrust accounted for, but I generally assume that any decision a PC can take is one the character would. A wizard cast's sleep because he knows he has sleep memorized. A fighter uses power attack because he knows how to use that fighting technique. There is room for metagame element (I've mentioned Action Points, which can represent all sorts of fiat, luck, or the Will of the Gods if you want it to) but I like them off-camera, influencing things that could be possible without them. Metagame elements should never grant a PC an action he could not do without them. But if it works for you, great. It doesn't for me. My hope is Next avoids or minimizes them. [/QUOTE]
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