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I’m Thinking of Giving 4e Another Shot
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<blockquote data-quote="Wrathamon" data-source="post: 4813345" data-attributes="member: 7989"><p>I personally wouldnt even try to explain Encounter and Daily powers with martial characters in some real physics sort of way... or any of the classes for that matter... </p><p></p><p>to me its not that they "cant" physically do these cool moves at will. iIs that in a story, whether it be a film, a comic, a game, a book, a tv show they dont do their big bad super move all the time... they do it in a key moment to finish the fight or change the tide of the battle. </p><p>Why? because its cool... its exciting and its a game based on fictional action stories.</p><p></p><p>Voltron could use his Blazing Sword at any time to kill the robeast but he waits till the show is almost over to chop it in two. </p><p></p><p>you can say its exhausting or you wasted your Ki, but to me these are all just fictional fluff to describe something that is happening in the game. Trying to provide some sort of psuedo world reason is just going to cause more questions by the players. Change it from Daily Power to your Daily Action Moment. And encounter powers to signature move... the at wills are your basic filler between big moments.</p><p></p><p>I also allow the players to use their abilities outside of combat using skill challenges... it works fairly well.</p><p></p><p>I even ran a low magic swashbuckling game and we changed all the fluff of the powers of the marital characters to be more in line with something in the real world. Like pirate cat mentioned... pulling the rug out from under them... using a torch or kicking the campfire for a move that causes fire damage... etc.</p><p></p><p>It was loads of fun</p></blockquote><p></p>
[QUOTE="Wrathamon, post: 4813345, member: 7989"] I personally wouldnt even try to explain Encounter and Daily powers with martial characters in some real physics sort of way... or any of the classes for that matter... to me its not that they "cant" physically do these cool moves at will. iIs that in a story, whether it be a film, a comic, a game, a book, a tv show they dont do their big bad super move all the time... they do it in a key moment to finish the fight or change the tide of the battle. Why? because its cool... its exciting and its a game based on fictional action stories. Voltron could use his Blazing Sword at any time to kill the robeast but he waits till the show is almost over to chop it in two. you can say its exhausting or you wasted your Ki, but to me these are all just fictional fluff to describe something that is happening in the game. Trying to provide some sort of psuedo world reason is just going to cause more questions by the players. Change it from Daily Power to your Daily Action Moment. And encounter powers to signature move... the at wills are your basic filler between big moments. I also allow the players to use their abilities outside of combat using skill challenges... it works fairly well. I even ran a low magic swashbuckling game and we changed all the fluff of the powers of the marital characters to be more in line with something in the real world. Like pirate cat mentioned... pulling the rug out from under them... using a torch or kicking the campfire for a move that causes fire damage... etc. It was loads of fun [/QUOTE]
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