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Flavour First vs Game First - a comparison
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<blockquote data-quote="Cadfan" data-source="post: 4459625" data-attributes="member: 40961"><p>Oh, look! Another thread where people make up homebrew material for 4e, point out that their homebrew material is flawed, and analogize to a larger flaw in the game system!</p><p></p><p>For the record,</p><p></p><p>1. The game actually says, explicitly, that the DM can declare that a power doesn't work in a particular instance if the DM feels that the power doesn't make logical sense in the given context.</p><p></p><p>2. Per the rules, ammunition is tracked. I wish it were otherwise, but I didn't get what I want. Arguing that the game has flaws like a lack of ammunition tracking is silly, because the game doesn't lack ammunition tracking. If many people ignore ammunition tracking, it takes a serious leap of logic to then complain that the system doesn't require it. Because it does. The most abstract ammunition tracking practice in the game is probably the artificer, who, for many powers, has an ammunition limit of "one," which he recrafts during every short rest. So even that one has a justification given. If you don't like that justification then criticize it, but don't just assert that ammunition comes from thin air.</p><p></p><p>3. Each class has a distinct flavor. You may not like it, but its there, and its built right into the class powers. The ranger, for example, has a lot of abilities that let it move and make multiple attacks at the same time. The warlock has none. The warlock has lots of abilities that let it teleport. The ranger has none. This can go on for a while. While the overlap isn't 0% (both classes have attacks that boil down to "hit for more damage than usual and inflict status effect X"), that doesn't make their flavor the same anymore than the 3e fighter and paladin had the same flavor because they both made melee attacks in exactly the same manner.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4459625, member: 40961"] Oh, look! Another thread where people make up homebrew material for 4e, point out that their homebrew material is flawed, and analogize to a larger flaw in the game system! For the record, 1. The game actually says, explicitly, that the DM can declare that a power doesn't work in a particular instance if the DM feels that the power doesn't make logical sense in the given context. 2. Per the rules, ammunition is tracked. I wish it were otherwise, but I didn't get what I want. Arguing that the game has flaws like a lack of ammunition tracking is silly, because the game doesn't lack ammunition tracking. If many people ignore ammunition tracking, it takes a serious leap of logic to then complain that the system doesn't require it. Because it does. The most abstract ammunition tracking practice in the game is probably the artificer, who, for many powers, has an ammunition limit of "one," which he recrafts during every short rest. So even that one has a justification given. If you don't like that justification then criticize it, but don't just assert that ammunition comes from thin air. 3. Each class has a distinct flavor. You may not like it, but its there, and its built right into the class powers. The ranger, for example, has a lot of abilities that let it move and make multiple attacks at the same time. The warlock has none. The warlock has lots of abilities that let it teleport. The ranger has none. This can go on for a while. While the overlap isn't 0% (both classes have attacks that boil down to "hit for more damage than usual and inflict status effect X"), that doesn't make their flavor the same anymore than the 3e fighter and paladin had the same flavor because they both made melee attacks in exactly the same manner. [/QUOTE]
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