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I Like The Simple Fighter [ducks]
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<blockquote data-quote="Deadboy" data-source="post: 5948801" data-attributes="member: 61779"><p>The key to that, is understanding when codifying an ability with a power, feat or other game mechanic actually cuts off options (it often did in older editions) and when it exists as a supplement to options (like in 4e). </p><p></p><p>The presence of powers that, say, knock opponents prone does NOT preclude a character from trying to trip an opponent. The power gives one guaranteed success along with damage; trying it without the power might likely be an opposed roll (attack roll vs. Acrobatics skill) and do no damage, as per DMG page 42.</p><p></p><p>The actual problem with powers (at least as presented in 4e) is that it does not actually preclude options, but the fact that it creates the perception that powers are all you can do... It's a perceptual problem, not necessarily a mechanical one.</p><p></p><p>I think the key to design in Next will be to keep the suite of powers small and make sure that the equivalent to DMG page 42 is front and center in the PHB. The mechanics need to lend themselves giving fighters some cool powers and effects they can do without making the player feel like that's all they can do or that using a power/maneuver/whatever is always better than improvising an action.</p></blockquote><p></p>
[QUOTE="Deadboy, post: 5948801, member: 61779"] The key to that, is understanding when codifying an ability with a power, feat or other game mechanic actually cuts off options (it often did in older editions) and when it exists as a supplement to options (like in 4e). The presence of powers that, say, knock opponents prone does NOT preclude a character from trying to trip an opponent. The power gives one guaranteed success along with damage; trying it without the power might likely be an opposed roll (attack roll vs. Acrobatics skill) and do no damage, as per DMG page 42. The actual problem with powers (at least as presented in 4e) is that it does not actually preclude options, but the fact that it creates the perception that powers are all you can do... It's a perceptual problem, not necessarily a mechanical one. I think the key to design in Next will be to keep the suite of powers small and make sure that the equivalent to DMG page 42 is front and center in the PHB. The mechanics need to lend themselves giving fighters some cool powers and effects they can do without making the player feel like that's all they can do or that using a power/maneuver/whatever is always better than improvising an action. [/QUOTE]
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