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<blockquote data-quote="Majoru Oakheart" data-source="post: 4283890" data-attributes="member: 5143"><p>The character doesn't need to know this as long as the player does. The player makes tactical decisions FOR the character. The player knows that he still has a use left of his daily. He has the character move into a position to best use it. He sees the minis on the board are in the right position to use it and then the character uses his power.</p><p></p><p>Then again, I don't see powers as something that the characters know they have. The players are playing a tactical game where knowing the exact use of their powers makes it easier to play and run. The characters are in a pitched battle for their life and one of them just thought it was a good idea to use a shot with two arrows this round.</p><p></p><p>I view them a lot like an overhand slash, a slash at the feet, a slash at the arm, and so on. When you read a book that has this sort of combat described, it is almost always reactionary. It is described like, "The guard slashed at his midsection and he leaped backwards, narrowly avoiding the blow, then attacked at the guard's exposed arm as he was off balance from the powerful blow."</p><p></p><p>No one in the game is yelling out "You know when you attacked that man in the arm last battle? Do it again!" It was one of many, many different combat moves that someone did last battle. It worked because the guy was off balance due to the particular sword thrust he used at that moment. It might happen again, but who knows when?</p><p></p><p>Vancian magic made sense "in game" but only because it was described as "it's magic", which everyone seems to accept as a viable solution to ALL problems in game. It was also unbalanced, since it only affected spellcasters.</p><p></p><p>You need to find a way to:</p><p>a) Limit powerful abilities of all classes to a number of uses</p><p>b) Make it make perfect sense in game</p><p>c) Not use "it's magic" or any variation of it as the solution</p><p></p><p>As of yet, I can't come up with anything that satisfies all 3 of those.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4283890, member: 5143"] The character doesn't need to know this as long as the player does. The player makes tactical decisions FOR the character. The player knows that he still has a use left of his daily. He has the character move into a position to best use it. He sees the minis on the board are in the right position to use it and then the character uses his power. Then again, I don't see powers as something that the characters know they have. The players are playing a tactical game where knowing the exact use of their powers makes it easier to play and run. The characters are in a pitched battle for their life and one of them just thought it was a good idea to use a shot with two arrows this round. I view them a lot like an overhand slash, a slash at the feet, a slash at the arm, and so on. When you read a book that has this sort of combat described, it is almost always reactionary. It is described like, "The guard slashed at his midsection and he leaped backwards, narrowly avoiding the blow, then attacked at the guard's exposed arm as he was off balance from the powerful blow." No one in the game is yelling out "You know when you attacked that man in the arm last battle? Do it again!" It was one of many, many different combat moves that someone did last battle. It worked because the guy was off balance due to the particular sword thrust he used at that moment. It might happen again, but who knows when? Vancian magic made sense "in game" but only because it was described as "it's magic", which everyone seems to accept as a viable solution to ALL problems in game. It was also unbalanced, since it only affected spellcasters. You need to find a way to: a) Limit powerful abilities of all classes to a number of uses b) Make it make perfect sense in game c) Not use "it's magic" or any variation of it as the solution As of yet, I can't come up with anything that satisfies all 3 of those. [/QUOTE]
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