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Forked Thread: Once per day non-magical effects destroy suspension of disbelief
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<blockquote data-quote="Toras" data-source="post: 4344879" data-attributes="member: 13626"><p>Let me say first that while I agree things like defensive roll (which didn't come up, we tended towards the arcane trickster or assassin style rogue) and a few of the others are rather bad offenders. They bothered me only when they came up which was, and I cannot stress this enough, rarely.</p><p></p><p>A Barbarians Rage and to a lesser extent a monk's stunning fist could be explained within the system and within the game. They made the effort to explain it and brought in the exhaustion mechanic for one. The second is a matter of the semi-mystic (chi) power that a monk possess, not as much a matter of pummeling but imparting energy to disrupt his body. This is seen more in evidence in some of the take off feats from it. (Flaming Fists to say one).</p><p></p><p>The problem is not so much that these restrictions existed, though they were certainly more rare. It is the fact that no effort was made to explain them in an cohesive in game fashion. I could have accepted weapon damage or physical wounds as a consequence of pushing further (using dailies/encounters more than they are supposed to, or even allowing a feat tree to that affect). But really, I would have simply have made the Dailies slots gained rather than having them be specific powers, and then have the damage from the lower level powers scale appropriately. So that as you gain in level you gain more options as well as more power.</p><p></p><p>So that when you do gain new powers, they are simply competing for slots rather than taking the place of things you already no. Both of these would have been much more cohesive and if I should ever run 4e I will have to look into these changes.</p></blockquote><p></p>
[QUOTE="Toras, post: 4344879, member: 13626"] Let me say first that while I agree things like defensive roll (which didn't come up, we tended towards the arcane trickster or assassin style rogue) and a few of the others are rather bad offenders. They bothered me only when they came up which was, and I cannot stress this enough, rarely. A Barbarians Rage and to a lesser extent a monk's stunning fist could be explained within the system and within the game. They made the effort to explain it and brought in the exhaustion mechanic for one. The second is a matter of the semi-mystic (chi) power that a monk possess, not as much a matter of pummeling but imparting energy to disrupt his body. This is seen more in evidence in some of the take off feats from it. (Flaming Fists to say one). The problem is not so much that these restrictions existed, though they were certainly more rare. It is the fact that no effort was made to explain them in an cohesive in game fashion. I could have accepted weapon damage or physical wounds as a consequence of pushing further (using dailies/encounters more than they are supposed to, or even allowing a feat tree to that affect). But really, I would have simply have made the Dailies slots gained rather than having them be specific powers, and then have the damage from the lower level powers scale appropriately. So that as you gain in level you gain more options as well as more power. So that when you do gain new powers, they are simply competing for slots rather than taking the place of things you already no. Both of these would have been much more cohesive and if I should ever run 4e I will have to look into these changes. [/QUOTE]
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Forked Thread: Once per day non-magical effects destroy suspension of disbelief
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