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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
I would rather not have 4e combat "powers" in D&D Next
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<blockquote data-quote="ComradeGnull" data-source="post: 5948404" data-attributes="member: 6685694"><p>So here's what I find a little hard to suss out about the whole 'modular' thing:</p><p></p><p>In a base/core system where DM/player negotiations and reasonable-ness are the major rule, it seems like a fighter should be able to execute some combat maneuvers- disarm, pushing the opponent, tying up a weapon, tripping, etc. Without an AEDU-like system, any of these things can be done as often as the player would like to try them- they just have to be in a position where it is tactically reasonable, and they may incur some risk for attempting them. Both of those things seem well in the realm of things that a DM and player can work out together.</p><p></p><p>So enter the 4e-style AEDU snap-on tactical combat module.</p><p></p><p>Now, instead of being able to try these maneuvers anytime they might have a chance of working, an AEDU fighter can only do them x times per encounter/day. You might not be able to do them at all if they lack an appropriate power. It seems like the AEDU combatant is somewhat hamstrung in comparison with the non-AEDU combatant, who can just attempt anything they want whenever they want using the improvise guidelines.</p><p></p><p>So the question is, how do you make both the AEDU and non-AEDU character work without either a) taking options away from the non-AEDU character or b) making the AEDU character have <strong>fewer</strong> options than the basic character? What's the advantage to using the AEDU rules, other than 'my DM and I disagree about the circumstances under which a disarm or trip is feasible, and this removes the ambiguity'?</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 5948404, member: 6685694"] So here's what I find a little hard to suss out about the whole 'modular' thing: In a base/core system where DM/player negotiations and reasonable-ness are the major rule, it seems like a fighter should be able to execute some combat maneuvers- disarm, pushing the opponent, tying up a weapon, tripping, etc. Without an AEDU-like system, any of these things can be done as often as the player would like to try them- they just have to be in a position where it is tactically reasonable, and they may incur some risk for attempting them. Both of those things seem well in the realm of things that a DM and player can work out together. So enter the 4e-style AEDU snap-on tactical combat module. Now, instead of being able to try these maneuvers anytime they might have a chance of working, an AEDU fighter can only do them x times per encounter/day. You might not be able to do them at all if they lack an appropriate power. It seems like the AEDU combatant is somewhat hamstrung in comparison with the non-AEDU combatant, who can just attempt anything they want whenever they want using the improvise guidelines. So the question is, how do you make both the AEDU and non-AEDU character work without either a) taking options away from the non-AEDU character or b) making the AEDU character have [B]fewer[/B] options than the basic character? What's the advantage to using the AEDU rules, other than 'my DM and I disagree about the circumstances under which a disarm or trip is feasible, and this removes the ambiguity'? [/QUOTE]
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I would rather not have 4e combat "powers" in D&D Next
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