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<blockquote data-quote="Katemare" data-source="post: 4692354" data-attributes="member: 80996"><p>Comparison to 3E isn't a point here. There was a good explanation somewhere in other thread that "if ability is an action first, effect second, it's a door open for creativity; but when it's effect first, flavor second, you can't do much with the pre-gened effect". Think M:tG cards: you can get creative with combinations of existing cards, but can't say "hmm, and if I mount cannons on griffins, we can siege that flying fortress...".</p><p></p><p></p><p></p><p>Well, when I think "Rogue", I think neither "pass anywhere across the field" nor "slides target 1 square" (the latter I would think imagining ju-jutsu monk). I think "free-willed fellow who steals things and cons a lot". It's only one possible concept, but still. In my book, rogues avoid a fight unless/until they have an advantage. Or at all, if they can get what they want without risking their necks. Not "Striker", but "Trickster". </p><p></p><p></p><p></p><p>For me, tactical candy comes from a task to solve and conditions to consider. Monsters have powers PC won't ever have - they don't have to be balanced within the party, but have to pose a unique challenge instead.</p><p></p><p></p><p></p><p>I take ju-jutsu classes, and the tactics factor there is just a blast. Usually you can't pull same move on the same opponent twice. But: you can pull it on the other opponent who didn't see you doing this, or when you feint the opponent into thinking you're making a different move, or in different combat position (which you probably provoked specifically for that purpose). The rule "you get cumulative -4 when attempting the same exploit on the same opponent" I can work with, but "you can do this once per combat, no matter what's the situation" is artificial to me.</p><p></p><p></p><p></p><p>If these few options are distinct, logical and tactics-rich, it's all fine to me. It's the depth. Having lots of similar powers you can't get creative with is shallow.</p></blockquote><p></p>
[QUOTE="Katemare, post: 4692354, member: 80996"] Comparison to 3E isn't a point here. There was a good explanation somewhere in other thread that "if ability is an action first, effect second, it's a door open for creativity; but when it's effect first, flavor second, you can't do much with the pre-gened effect". Think M:tG cards: you can get creative with combinations of existing cards, but can't say "hmm, and if I mount cannons on griffins, we can siege that flying fortress...". Well, when I think "Rogue", I think neither "pass anywhere across the field" nor "slides target 1 square" (the latter I would think imagining ju-jutsu monk). I think "free-willed fellow who steals things and cons a lot". It's only one possible concept, but still. In my book, rogues avoid a fight unless/until they have an advantage. Or at all, if they can get what they want without risking their necks. Not "Striker", but "Trickster". For me, tactical candy comes from a task to solve and conditions to consider. Monsters have powers PC won't ever have - they don't have to be balanced within the party, but have to pose a unique challenge instead. I take ju-jutsu classes, and the tactics factor there is just a blast. Usually you can't pull same move on the same opponent twice. But: you can pull it on the other opponent who didn't see you doing this, or when you feint the opponent into thinking you're making a different move, or in different combat position (which you probably provoked specifically for that purpose). The rule "you get cumulative -4 when attempting the same exploit on the same opponent" I can work with, but "you can do this once per combat, no matter what's the situation" is artificial to me. If these few options are distinct, logical and tactics-rich, it's all fine to me. It's the depth. Having lots of similar powers you can't get creative with is shallow. [/QUOTE]
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