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Grapple: LIVING SHIELD [mearls]
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<blockquote data-quote="howandwhy99" data-source="post: 4034550" data-attributes="member: 3192"><p>Actually, I'm hoping 4e brings a wider monster creation ruleset back to the table so you can fudge these things.. er, at the table.</p><p></p><p>I know I'm like EB in I design with blank pieces of paper first and fit rules on after the fact. If the monster includes a unique combat option, I can live with that, it's a monster culture thing. But if it's something beyond the learning of a PC, a feat option or whatever, than I'd probably remove it. It's a sim thing, yes. It's not like I'd add in feat rules for breathing like a dragon (actually, I don't prefer feat systems at all...), but it's pretty obvious some things are PC-learnable and others not</p><p></p><p></p><p>EDIT: Hey, I don't care. My roman legionnaires are uniquely good at lots of things (<a href="http://en.wikipedia.org/wiki/Roman_infantry_tactics" target="_blank">link</a>), but it's because of their culture. I'm a Simmie, so as long as it makes sense for me from my characters perspective, it's all good. </p><p></p><p>...I've even come to think Per Encounter powers can work. Sadly, I can only think of a few cases like Barbarian Rage, Fatigue, etc. Those work like they would in a real world though, so I'm hoping other P/E powers do too. You know, generic setting, <em>easily-adaptable</em> descriptions. </p><p></p><p>I'm goofy. I work backwards. Description first, rules second. Character description, monster description, spell description..... and then never tell the players the rules. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>..that way, if necessary, I can just tell the player an description in character. Not that it'll be all that accurate, but...</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4034550, member: 3192"] Actually, I'm hoping 4e brings a wider monster creation ruleset back to the table so you can fudge these things.. er, at the table. I know I'm like EB in I design with blank pieces of paper first and fit rules on after the fact. If the monster includes a unique combat option, I can live with that, it's a monster culture thing. But if it's something beyond the learning of a PC, a feat option or whatever, than I'd probably remove it. It's a sim thing, yes. It's not like I'd add in feat rules for breathing like a dragon (actually, I don't prefer feat systems at all...), but it's pretty obvious some things are PC-learnable and others not EDIT: Hey, I don't care. My roman legionnaires are uniquely good at lots of things ([URL=http://en.wikipedia.org/wiki/Roman_infantry_tactics]link[/URL]), but it's because of their culture. I'm a Simmie, so as long as it makes sense for me from my characters perspective, it's all good. ...I've even come to think Per Encounter powers can work. Sadly, I can only think of a few cases like Barbarian Rage, Fatigue, etc. Those work like they would in a real world though, so I'm hoping other P/E powers do too. You know, generic setting, [I]easily-adaptable[/I] descriptions. I'm goofy. I work backwards. Description first, rules second. Character description, monster description, spell description..... and then never tell the players the rules. :] ..that way, if necessary, I can just tell the player an description in character. Not that it'll be all that accurate, but... [/QUOTE]
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Grapple: LIVING SHIELD [mearls]
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