Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do these ideas fix Power Attack?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Najo" data-source="post: 3898145" data-attributes="member: 9959"><p>Nearly every potentially good game that has ever failed horribly has been from a point where the rules got pushed by a power gamer. Alot of gamers don't see this, but it is the point where a game collaspes in on itself, from an exploit that was missed. I would bet you name a game with potential and good presentation that failed, and I can show you where its rules were flawed. </p><p></p><p>Games like D&D and Magic are hard to see these problems because there is so many rules and they are not compiled for bugs like with a computer program, i.e. the game doesn't seize up from bad code. The other factor with hobby games is at any given time a group of players is only seeing a limited section of the rules and then keeping them in short term memory, or long term if they have played long enough. These two factors makes seeing these game hindering mechanics as the dangers as they are hard to do. </p><p></p><p>Regardless, things like Power Attack (as it is), Bull Rush, Grappling, Polymorph (old version), etc. make the player who is using them stop the flow of the game play, which is bad. These rules are either counter intuitive rules or they require metagaming to get the best effect from them. Rules like these souldn't exist, they hurt the game.</p><p></p><p>Ironically, most people who are saying they like the feat as is then go on to say that they just power attack for full or that they don't really number crunch the feat. Well, those people are not using the feat to its fullest. They would be happy with a feat that just applied a fixed number as a bonus to damage and a penalty to hit as they would one that gives the perception of choice. </p><p></p><p>Good games get test driven by explotive players. They are like the test pilot and drivers of the game industry and their work is often under appreciated as the changes made to remove the abuse they find make the rules clearer, intuitive, and more fun.</p></blockquote><p></p>
[QUOTE="Najo, post: 3898145, member: 9959"] Nearly every potentially good game that has ever failed horribly has been from a point where the rules got pushed by a power gamer. Alot of gamers don't see this, but it is the point where a game collaspes in on itself, from an exploit that was missed. I would bet you name a game with potential and good presentation that failed, and I can show you where its rules were flawed. Games like D&D and Magic are hard to see these problems because there is so many rules and they are not compiled for bugs like with a computer program, i.e. the game doesn't seize up from bad code. The other factor with hobby games is at any given time a group of players is only seeing a limited section of the rules and then keeping them in short term memory, or long term if they have played long enough. These two factors makes seeing these game hindering mechanics as the dangers as they are hard to do. Regardless, things like Power Attack (as it is), Bull Rush, Grappling, Polymorph (old version), etc. make the player who is using them stop the flow of the game play, which is bad. These rules are either counter intuitive rules or they require metagaming to get the best effect from them. Rules like these souldn't exist, they hurt the game. Ironically, most people who are saying they like the feat as is then go on to say that they just power attack for full or that they don't really number crunch the feat. Well, those people are not using the feat to its fullest. They would be happy with a feat that just applied a fixed number as a bonus to damage and a penalty to hit as they would one that gives the perception of choice. Good games get test driven by explotive players. They are like the test pilot and drivers of the game industry and their work is often under appreciated as the changes made to remove the abuse they find make the rules clearer, intuitive, and more fun. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How do these ideas fix Power Attack?
Top