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Forked Thread: Do nonmagical 1/day abilities damage suspension of disbelief?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4341396" data-attributes="member: 19675"><p>I think the designers did quite a lot of thinking. Good thinking. And there is much in 4Ed to admire.</p><p></p><p>I also think there were sections of the game that could have benefited from <em>more</em> thought. This is one.</p><p></p><p></p><p></p><p>And "game balance," while desirable at the macro level, does not necessarily translate into "good design" at the micro level. Perhaps the Fighter's daily exploits could have been made useful more often as the PC advanced in level, or resusable if used against a foe less than 1/3 of the PC's level.</p><p></p><p></p><p>The spellcasters' bags of tricks boiled down to different ways to "I magic it."</p><p></p><p>But I understand what you're saying. Its one of the reasons I am working on a 3.X version of HERO's Martial Arts maneuvers.</p><p></p><p>Like 4Ed exploits (and to a certain extent, Feats), they provide a wide variety of ways for martial combatants to interact with their foes: strikes, throws, grabs, dodges, sacrifice throws and so forth. Unlike the exploits, however, they're not limited by per day or per encounter. Instead they give a group of modifiers to attack and defense probabilities, possible damage or other results, and possibly even effects that last for more than a combat round. Some are only usable with unarmed combat styles, others can be used with weapons.</p><p></p><p>But the limits on their uses, instead of daily, etc., are <em>situational.</em></p><p></p><p>Its just as flexible as 4Ed's exploits, just as balanceable, and not disruptive of immersion. And they were created a long time ago. There was even a published conversion into 1Ed and 2Ed D&D for them.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4341396, member: 19675"] I think the designers did quite a lot of thinking. Good thinking. And there is much in 4Ed to admire. I also think there were sections of the game that could have benefited from [I]more[/I] thought. This is one. And "game balance," while desirable at the macro level, does not necessarily translate into "good design" at the micro level. Perhaps the Fighter's daily exploits could have been made useful more often as the PC advanced in level, or resusable if used against a foe less than 1/3 of the PC's level. The spellcasters' bags of tricks boiled down to different ways to "I magic it." But I understand what you're saying. Its one of the reasons I am working on a 3.X version of HERO's Martial Arts maneuvers. Like 4Ed exploits (and to a certain extent, Feats), they provide a wide variety of ways for martial combatants to interact with their foes: strikes, throws, grabs, dodges, sacrifice throws and so forth. Unlike the exploits, however, they're not limited by per day or per encounter. Instead they give a group of modifiers to attack and defense probabilities, possible damage or other results, and possibly even effects that last for more than a combat round. Some are only usable with unarmed combat styles, others can be used with weapons. But the limits on their uses, instead of daily, etc., are [I]situational.[/I] Its just as flexible as 4Ed's exploits, just as balanceable, and not disruptive of immersion. And they were created a long time ago. There was even a published conversion into 1Ed and 2Ed D&D for them. [/QUOTE]
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