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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="Neonchameleon" data-source="post: 5627390" data-attributes="member: 87792"><p>Because not all dailies are anything that are remotely a problem. Brute Strike (to pick one obvious daily) just does [3W] damage. It's the fighter pulling out every erg of power he has. It just does damage. Is this a problem - that he can sometimes really pull out all the stops? Even if he doesn't feel quite right afterwards. And what's wrong with a simple answer of "I was in the zone, man".</p><p></p><p>And if it isn't <em>why are you taking powers you have a problem with?</em> A 4e character gets a maximum of <em>four</em> daily powers. You can say that you having Trick Strike would break your immersion. So why are you taking it? Or are you saying that you feel the need to police <em>everyone's</em> characters at the table?</p><p></p><p></p><p></p><p>Of course not. <strong>Not all fencers fence the same way.</strong> This is true even in the real world. Now do all fencers trained by that one fencing master who passed on his tricks have that daily? Don't know.</p><p></p><p></p><p></p><p>Fencing is a competative activity. Every trick is part of the skill.</p><p></p><p></p><p></p><p>You mean other than one of the most basic and commonly used Fighter At Wills? Must be using a shield and weapon - you attack with the weapon and if you hit, you not only do damage you push the enemy back a square and move into their space.</p><p></p><p></p><p></p><p>Exactly. Powers are an abstraction of what is done by the characters. And six seconds is more time than you need to swing your sword and kill someone. D&D is not, and has never been GURPS. Positioning strike isn't one cut, it's a sequence of cuts accompanied by fancy footwork just bundled into one grouping in the same way that any melee attack roll was in previous editions.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5627390, member: 87792"] Because not all dailies are anything that are remotely a problem. Brute Strike (to pick one obvious daily) just does [3W] damage. It's the fighter pulling out every erg of power he has. It just does damage. Is this a problem - that he can sometimes really pull out all the stops? Even if he doesn't feel quite right afterwards. And what's wrong with a simple answer of "I was in the zone, man". And if it isn't [I]why are you taking powers you have a problem with?[/I] A 4e character gets a maximum of [I]four[/I] daily powers. You can say that you having Trick Strike would break your immersion. So why are you taking it? Or are you saying that you feel the need to police [I]everyone's[/I] characters at the table? Of course not. [B]Not all fencers fence the same way.[/B] This is true even in the real world. Now do all fencers trained by that one fencing master who passed on his tricks have that daily? Don't know. Fencing is a competative activity. Every trick is part of the skill. You mean other than one of the most basic and commonly used Fighter At Wills? Must be using a shield and weapon - you attack with the weapon and if you hit, you not only do damage you push the enemy back a square and move into their space. Exactly. Powers are an abstraction of what is done by the characters. And six seconds is more time than you need to swing your sword and kill someone. D&D is not, and has never been GURPS. Positioning strike isn't one cut, it's a sequence of cuts accompanied by fancy footwork just bundled into one grouping in the same way that any melee attack roll was in previous editions. [/QUOTE]
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