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*TTRPGs General
In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Pour" data-source="post: 5623760" data-attributes="member: 59411"><p>I like to think of them not so much as special moves in a suite of moves warriors simply carry in their pocket- and I agree the 'stamina bar' argument is lame. Rather dailies are moments of martial brilliance in an otherwise calculable battle given mechanics and circumstances and quantifiable effects. Same with encounters, really. In any martial combat there will be weapon-swinging, shield-bashing, sidestepping, toppling, sure, and MBA's and at-wills are that (to say repeatable throughout). That is what I expect from any warrior worth his or her salt. However, victors must come up with something unexpected or extraordinary that will win the fight. And the more victories, the more these develop, and the more affect they have in battle.</p><p></p><p>I don't follow the belief just because it's defined through a gray-boxed power that it's the same Falcon Punch each time. I encourage my players to take it a step further in the context of each fight and terrain, and they do with flying colors. I love how convenient powers are laid out, but more often than not players and DMs end there, when you can abstract to your heart's content. This should be explained in the PHB, with examples, in the beginning of the class chapter.</p><p></p><p>Would you believe I allow powers to affect things out of combat on a regular basis? They're used in my groups' problem solving and skill challenges, and not only do conditions and damage type lend credence to certain applications, I even factor in the power name/flavor in my rulings!</p></blockquote><p></p>
[QUOTE="Pour, post: 5623760, member: 59411"] I like to think of them not so much as special moves in a suite of moves warriors simply carry in their pocket- and I agree the 'stamina bar' argument is lame. Rather dailies are moments of martial brilliance in an otherwise calculable battle given mechanics and circumstances and quantifiable effects. Same with encounters, really. In any martial combat there will be weapon-swinging, shield-bashing, sidestepping, toppling, sure, and MBA's and at-wills are that (to say repeatable throughout). That is what I expect from any warrior worth his or her salt. However, victors must come up with something unexpected or extraordinary that will win the fight. And the more victories, the more these develop, and the more affect they have in battle. I don't follow the belief just because it's defined through a gray-boxed power that it's the same Falcon Punch each time. I encourage my players to take it a step further in the context of each fight and terrain, and they do with flying colors. I love how convenient powers are laid out, but more often than not players and DMs end there, when you can abstract to your heart's content. This should be explained in the PHB, with examples, in the beginning of the class chapter. Would you believe I allow powers to affect things out of combat on a regular basis? They're used in my groups' problem solving and skill challenges, and not only do conditions and damage type lend credence to certain applications, I even factor in the power name/flavor in my rulings! [/QUOTE]
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