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In Defense of the Theory of Dissociated Mechanics
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<blockquote data-quote="pemerton" data-source="post: 5633991" data-attributes="member: 42582"><p>At this point I really want actual play examples, or at least actual build examples.</p><p></p><p>I posted a precis of the polearm fighter in my game <a href="http://www.enworld.org/forum/5627177-post553.html" target="_blank">upthread</a>. That character has three encounter powers, plus one or two dailies, that are close bursts. He has a slide at-will power (Footwork Lure), a pull encounter power (Come and Get It) which can also be used as a close burst even if no targets are pulled, and a push daily power (something-or-other The Battlefield). Footwork Lure also permits him to shift, and he has an encounter power that allows him to attack two targets with a shift in-between (Passing Attack).</p><p></p><p>He has an Athletics bonus of +14 - so can climb and jump pretty well - and he has an encounter power that enhnaces this and also permits him to ignore difficult terrain (which may or may not be relevant on any given occasin that he uses the power).</p><p></p><p>There is no pattern! This is a character who can attack multiple foes, move them about on the battlefield, <em>stop</em> them moving (whether via Come and Get It, Footwork Lure or a fighter's Combat Superiority on opportunity attacks), and move himself. In any given combat, it plays out differently, both fictionally and mechanically. For example, sometime Passing Attack is obviously different from a close burst - but not always (for example, if there are two foes adjacent, and he attacks both, and doesn't shift between the attacks).</p><p>Sometime Passing Attack is no different from Footwork Lure - attack one opponent, hit, shift, miss another opponent - to the observers in the fiction, this is no different from attack using Footwork Lure, hit, shift, choose (for whatever reason) not to slide, and then fail to hit another opponent (in this latter case the second miss is of course automatic, because no attack roll is permitted).</p><p></p><p>The ranger in the same game is similar. He uses Twin Strike, Biting Volley (which is an encounter Twin Strike that targets Reflex, adds stats to damage, and crits on an 18+) and Attacks on the Run (which is a daily Twin Strike for multiple damage dice and half damage on a miss, that also permits movement - but he doesn't always move when he uses this power). And he has an interrupt - Disruptive Shot - that is more bow fire.</p><p></p><p>Within the fiction, all this character is doing is shooting arrows - many of them, very quickly - and dealing more or less damage.</p><p></p><p>What is the pattern? What sorts of martial builds do you have in mind? (I assume that magic-using patterns are acceptable on roughly Vancian grounds.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5633991, member: 42582"] At this point I really want actual play examples, or at least actual build examples. I posted a precis of the polearm fighter in my game [url=http://www.enworld.org/forum/5627177-post553.html]upthread[/url]. That character has three encounter powers, plus one or two dailies, that are close bursts. He has a slide at-will power (Footwork Lure), a pull encounter power (Come and Get It) which can also be used as a close burst even if no targets are pulled, and a push daily power (something-or-other The Battlefield). Footwork Lure also permits him to shift, and he has an encounter power that allows him to attack two targets with a shift in-between (Passing Attack). He has an Athletics bonus of +14 - so can climb and jump pretty well - and he has an encounter power that enhnaces this and also permits him to ignore difficult terrain (which may or may not be relevant on any given occasin that he uses the power). There is no pattern! This is a character who can attack multiple foes, move them about on the battlefield, [I]stop[/I] them moving (whether via Come and Get It, Footwork Lure or a fighter's Combat Superiority on opportunity attacks), and move himself. In any given combat, it plays out differently, both fictionally and mechanically. For example, sometime Passing Attack is obviously different from a close burst - but not always (for example, if there are two foes adjacent, and he attacks both, and doesn't shift between the attacks). Sometime Passing Attack is no different from Footwork Lure - attack one opponent, hit, shift, miss another opponent - to the observers in the fiction, this is no different from attack using Footwork Lure, hit, shift, choose (for whatever reason) not to slide, and then fail to hit another opponent (in this latter case the second miss is of course automatic, because no attack roll is permitted). The ranger in the same game is similar. He uses Twin Strike, Biting Volley (which is an encounter Twin Strike that targets Reflex, adds stats to damage, and crits on an 18+) and Attacks on the Run (which is a daily Twin Strike for multiple damage dice and half damage on a miss, that also permits movement - but he doesn't always move when he uses this power). And he has an interrupt - Disruptive Shot - that is more bow fire. Within the fiction, all this character is doing is shooting arrows - many of them, very quickly - and dealing more or less damage. What is the pattern? What sorts of martial builds do you have in mind? (I assume that magic-using patterns are acceptable on roughly Vancian grounds.) [/QUOTE]
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