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How would you redo 4e?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8951553" data-attributes="member: 82106"><p>But is that an inherent flaw in the mechanic, or is it simply bad designer discipline? Because in HoML there is TOTALLY clean line. All things that are non-situational, that simply relate to the character itself, are bonuses (technically there are penalties, but they would almost never come into play). All things that are purely situational and don't relate to the character are Advantage/Disadvantage. Its a clean line. You CANNOT (without breaking the spirit of the game) invent a power which gives someone advantage, even situationally. I'd note that, of course, this does get a bit slippery in the sense that, say, you give a PC a power that practically guarantees they can flank, then it verges on "a power/feature of the character that grants advantage" but I think that this still works out OK. Like, OK, my rogue can flank pretty well. However, it still isn't a given! Goblins can shift when you flank attack them, so bummer it doesn't work so well on them. Flanking requires a buddy, and space to move in, etc. Plenty of terrain situations, enemy controllers, etc. can put paid to that.</p><p></p><p>But, given that certain capabilities would combine with things like flanking, or invisible attacks, etc. that means there's some design space that needs to be watched. I'm OK with that, its a fair price to pay for a lot of simplicity! Nor was 4e at all immune to similar considerations anyway. Avenger crit shenanigans are a thing because they can be piled onto their class feature, and that's OK! I mean, HoML rogues are really expected to get advantage a fair amount and to try to find ways to get it more.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8951553, member: 82106"] But is that an inherent flaw in the mechanic, or is it simply bad designer discipline? Because in HoML there is TOTALLY clean line. All things that are non-situational, that simply relate to the character itself, are bonuses (technically there are penalties, but they would almost never come into play). All things that are purely situational and don't relate to the character are Advantage/Disadvantage. Its a clean line. You CANNOT (without breaking the spirit of the game) invent a power which gives someone advantage, even situationally. I'd note that, of course, this does get a bit slippery in the sense that, say, you give a PC a power that practically guarantees they can flank, then it verges on "a power/feature of the character that grants advantage" but I think that this still works out OK. Like, OK, my rogue can flank pretty well. However, it still isn't a given! Goblins can shift when you flank attack them, so bummer it doesn't work so well on them. Flanking requires a buddy, and space to move in, etc. Plenty of terrain situations, enemy controllers, etc. can put paid to that. But, given that certain capabilities would combine with things like flanking, or invisible attacks, etc. that means there's some design space that needs to be watched. I'm OK with that, its a fair price to pay for a lot of simplicity! Nor was 4e at all immune to similar considerations anyway. Avenger crit shenanigans are a thing because they can be piled onto their class feature, and that's OK! I mean, HoML rogues are really expected to get advantage a fair amount and to try to find ways to get it more. [/QUOTE]
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How would you redo 4e?
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