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Grading At-Will Powers
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<blockquote data-quote="KarinsDad" data-source="post: 4357529" data-attributes="member: 2011"><p>And, I agree that this is fine for the most part in many circumstances.</p><p></p><p></p><p>I just find that if it happens every time, I'm playing a MMORPG.</p><p></p><p>It's the way 4E is designed.</p><p></p><p>1) The designers assume that dungeon doors are typically closed.</p><p></p><p>2) The designers assume that nearby encounters (i.e. monsters) are typically stone cold deaf. When I drop a fireball, every monster within this section of the dungeon should be alerted.</p><p></p><p>3) The designers assume that every PC wants to loot bodies immediately every time. No. I want to move on.</p><p></p><p>4) The designers assume that every PC wants to search areas immediately every time. No. I want to move on.</p><p></p><p>5) The designers assume that every PC wants to rest after each fight. No. I want to move on unless someone is seriously hurt.</p><p></p><p>6) The designers assume that every player wants to use up every Encounter Power in every single encounter.</p><p></p><p>Personally, I want to kick the snot out of every monster within range as fast as possible. Then come back and loot bodies and search walls.</p><p></p><p>That way, I know I am mostly safe when I get around to those tasks. Seriously, who is going to come along and steal the loot behind us most of the time?</p><p></p><p>Sure, I have no problem stopping if the group used up a lot of encounter powers and resources, or needs healing and wants to do so. But, I don't want to be doing this every single time.</p><p></p><p>That is no different then earlier editions where the Thief stopped to search every single wall and door and room and floor and ceiling time after time after time. Boring. Let's cut to the chase people.</p><p></p><p>The problem with the "Rest every time" mentality is that it assumes that all players want to play their PCs that way.</p><p></p><p>That's a poor assumption, but one which drills directly into the ruleset and one which is Pavlo Dog training the entire 4E DND gaming community that this is the one and only way the game should be played (and like Lemmings, the DND 4E community is going "yup, yup. that's the way to play DND"). If people do not use up all of their Encounter Power each encounter and do not rest between encounters, they are playing wrong.</p><p></p><p>Yikes!</p><p></p><p></p><p></p><p>And this is the key to the problem. This is not always the case. It is not always forced by circumstances.</p><p></p><p>Sometimes, people do just want to press on.</p><p></p><p>I don't want to give the monster in the next room over 5 minutes so that he can get his armor on.</p><p></p><p>I want to be a Navy Seals team: hit fast and hit hard, sort it all out later. Not the Bobbsey Twins on vacation strolling through the dungeon.</p><p></p><p>The game is designed to discourage this perfectly reasonable in character decision (which in 3E, was a perfectly reasonable in character decision and done quite often by some groups).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4357529, member: 2011"] And, I agree that this is fine for the most part in many circumstances. I just find that if it happens every time, I'm playing a MMORPG. It's the way 4E is designed. 1) The designers assume that dungeon doors are typically closed. 2) The designers assume that nearby encounters (i.e. monsters) are typically stone cold deaf. When I drop a fireball, every monster within this section of the dungeon should be alerted. 3) The designers assume that every PC wants to loot bodies immediately every time. No. I want to move on. 4) The designers assume that every PC wants to search areas immediately every time. No. I want to move on. 5) The designers assume that every PC wants to rest after each fight. No. I want to move on unless someone is seriously hurt. 6) The designers assume that every player wants to use up every Encounter Power in every single encounter. Personally, I want to kick the snot out of every monster within range as fast as possible. Then come back and loot bodies and search walls. That way, I know I am mostly safe when I get around to those tasks. Seriously, who is going to come along and steal the loot behind us most of the time? Sure, I have no problem stopping if the group used up a lot of encounter powers and resources, or needs healing and wants to do so. But, I don't want to be doing this every single time. That is no different then earlier editions where the Thief stopped to search every single wall and door and room and floor and ceiling time after time after time. Boring. Let's cut to the chase people. The problem with the "Rest every time" mentality is that it assumes that all players want to play their PCs that way. That's a poor assumption, but one which drills directly into the ruleset and one which is Pavlo Dog training the entire 4E DND gaming community that this is the one and only way the game should be played (and like Lemmings, the DND 4E community is going "yup, yup. that's the way to play DND"). If people do not use up all of their Encounter Power each encounter and do not rest between encounters, they are playing wrong. Yikes! And this is the key to the problem. This is not always the case. It is not always forced by circumstances. Sometimes, people do just want to press on. I don't want to give the monster in the next room over 5 minutes so that he can get his armor on. I want to be a Navy Seals team: hit fast and hit hard, sort it all out later. Not the Bobbsey Twins on vacation strolling through the dungeon. The game is designed to discourage this perfectly reasonable in character decision (which in 3E, was a perfectly reasonable in character decision and done quite often by some groups). [/QUOTE]
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