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Has 4e changed the way you play D&D? Forked Thread: Discussing 4e Subsystems: POWERS!
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<blockquote data-quote="Hypersmurf" data-source="post: 4548611" data-attributes="member: 1656"><p>Sure. I had a player in the combat just gone who asked "Can I make an unarmed attack in an attempt to Daze instead of dealing damage - punch him to make him see stars?"</p><p></p><p>The fighter had Combat Advantage, the opponent was bloodied, and he'd be giving up the proficiency and enhancement bonuses of his weapon plus any damage; sounded like a fair trade to me, so I said Sure.</p><p></p><p>He rolled a crit, so I upgraded the condition from Dazed (Save Ends) to Stunned (Save Ends).</p><p></p><p>But in general, if someone was using a normal "Deal damage" power, I'd just use the weapon stats even if the flavour was a kick or a head-butt, because otherwise I'm penalising anything other than "I hit him with my sword", and that gets boring.</p><p></p><p>Hmm... trying to put it into words. I can picture a player, in the middle of a round, thinking "Man, it would be stylish right now to hack a leg off that table so the chest falls on his foot", or "It'd be cool to snatch a torch off the wall and shove it in his face", or "I'd love to grab his collar and butt him in the face"... but then deciding that the improvised weapon stats are so much weaker than "I hit him with my sword" that they'd be foolish to try it. I <em>want</em> those moments to happen... so if the players know that they aren't giving up any mathematical advantage by trying something different, they're more likely to give me that variety that I enjoy. And if someone specifically wants to generate an effect - let's say they want to blind him with the torch, rather than just dealing damage? - I've got page 42 as a guide. But if it's all just flavour leading towards defeating the enemy through hit point attrition - albeit in stylish fashion - then the weapon mechanics are already balanced towards that goal, so I'll use them.</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 4548611, member: 1656"] Sure. I had a player in the combat just gone who asked "Can I make an unarmed attack in an attempt to Daze instead of dealing damage - punch him to make him see stars?" The fighter had Combat Advantage, the opponent was bloodied, and he'd be giving up the proficiency and enhancement bonuses of his weapon plus any damage; sounded like a fair trade to me, so I said Sure. He rolled a crit, so I upgraded the condition from Dazed (Save Ends) to Stunned (Save Ends). But in general, if someone was using a normal "Deal damage" power, I'd just use the weapon stats even if the flavour was a kick or a head-butt, because otherwise I'm penalising anything other than "I hit him with my sword", and that gets boring. Hmm... trying to put it into words. I can picture a player, in the middle of a round, thinking "Man, it would be stylish right now to hack a leg off that table so the chest falls on his foot", or "It'd be cool to snatch a torch off the wall and shove it in his face", or "I'd love to grab his collar and butt him in the face"... but then deciding that the improvised weapon stats are so much weaker than "I hit him with my sword" that they'd be foolish to try it. I [i]want[/i] those moments to happen... so if the players know that they aren't giving up any mathematical advantage by trying something different, they're more likely to give me that variety that I enjoy. And if someone specifically wants to generate an effect - let's say they want to blind him with the torch, rather than just dealing damage? - I've got page 42 as a guide. But if it's all just flavour leading towards defeating the enemy through hit point attrition - albeit in stylish fashion - then the weapon mechanics are already balanced towards that goal, so I'll use them. -Hyp. [/QUOTE]
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