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<blockquote data-quote="Balesir" data-source="post: 5343475" data-attributes="member: 27160"><p>Huh? Why would you think that? None of the power descriptions in 4E have the rider "...and this power may be used in no other way - all uses other than the precise mechanical effects defined are forbidden". Sure, there is the "bag of rats" rule - but that's specifically because players *can* elect to use powers in innovative, non-standard ways. A major advantage of giving specific mechanical effects for game elements is that the players thus get a pretty good idea of what the power is capable of doing in game terms, and not in ambiguous game-world terms. Can the power do other stuff? Quite possibly - but not more <em>in game terms</em> than the definition provides. That way we get to play the mechanical parts of the game as a game, with clear rules, rather than a "who can blag the DM best this week?" contest.</p><p></p><p>And written in a different way it couldn't because?...</p><p></p><p>I think you must speak some variant of English I'm not familiar with.</p><p></p><p>No, we're talking about whether DMs should need to give judgement calls for unusual or creative uses of a game element, or for all uses of a game element. The first is natural and expected - the second is sloppy, unhelpful game design.</p><p></p><p>How do existing game elements (powers, feats, items, etc.) <strong>prevent</strong> creativity? Giving no definite effect to a power <em>might</em> be seen as <strong>forcing</strong> more creativity, I suppose - since without it the power is worthless - but giving <strong>some</strong> definite effects does not rule out the possibility of others, surely?</p><p></p><p>Say I change the power as follows:</p><p></p><p><strong><u>Instant Friends</u></strong></p><p><em>Your magic infuses your words with the power of persuasion, clouding a creature's mind and tricking it into thinking of you as its dearest friend.</em> </p><p></p><p><strong>Daily * Arcane, Charm, Enchantment</strong></p><p><strong>Standard Action______Ranged 10</strong></p><p><strong>Requirement:</strong> The power may not be used on an enemy.</p><p><strong>Target:</strong> One Creature that is not an enemy.</p><p></p><p><strong>Effect:</strong> The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level.</p><p></p><p>If the saving throw succeeds, this power has no effect. The Target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power.</p><p></p><p>On a failed saving throw, neither you nor your allies will become an enemy of the target until the effect of the power ends. The target of this power may not target any non-enemy with an attack until the effect ends. While the effect persists, provided you have a means to communicate with the target, you may use a Standard Action to make a Bluff check at +5 against the target’s Passive Insight to do any of the following:</p><ul> <li data-xf-list-type="ul">Slide the target 2 squares, provided that such movement does not enter hindering terrain.</li> <li data-xf-list-type="ul">Have the target use Aid Another to help you in a task of your choice.</li> <li data-xf-list-type="ul">Ask the target a question, which it will answer truthfully if it knows the answer. If the nature or role of the target does not indicate that it must know the answer to your question it should make a saving throw – a success means that it does know the answer, a failure that it does not.</li> </ul><p>This effect ends if you or any of your allies attacks the target or any of its allies, if any of your Bluff checks against the target fail (but not if it cannot answer your question due to a saving throw), or if either you or the target complete an extended rest.</p><p></p><p>Afterward, the target doesn't remember that you used this power on it.</p><p>---------------------------------------------------------------------</p><p></p><p>How does that prevent creative uses as well as those defined in the effects?</p></blockquote><p></p>
[QUOTE="Balesir, post: 5343475, member: 27160"] Huh? Why would you think that? None of the power descriptions in 4E have the rider "...and this power may be used in no other way - all uses other than the precise mechanical effects defined are forbidden". Sure, there is the "bag of rats" rule - but that's specifically because players *can* elect to use powers in innovative, non-standard ways. A major advantage of giving specific mechanical effects for game elements is that the players thus get a pretty good idea of what the power is capable of doing in game terms, and not in ambiguous game-world terms. Can the power do other stuff? Quite possibly - but not more [I]in game terms[/I] than the definition provides. That way we get to play the mechanical parts of the game as a game, with clear rules, rather than a "who can blag the DM best this week?" contest. And written in a different way it couldn't because?... I think you must speak some variant of English I'm not familiar with. No, we're talking about whether DMs should need to give judgement calls for unusual or creative uses of a game element, or for all uses of a game element. The first is natural and expected - the second is sloppy, unhelpful game design. How do existing game elements (powers, feats, items, etc.) [B]prevent[/B] creativity? Giving no definite effect to a power [I]might[/I] be seen as [B]forcing[/B] more creativity, I suppose - since without it the power is worthless - but giving [B]some[/B] definite effects does not rule out the possibility of others, surely? Say I change the power as follows: [B][U]Instant Friends[/U][/B] [I]Your magic infuses your words with the power of persuasion, clouding a creature's mind and tricking it into thinking of you as its dearest friend.[/I] [B]Daily * Arcane, Charm, Enchantment[/B] [B]Standard Action______Ranged 10[/B] [B]Requirement:[/B] The power may not be used on an enemy. [B]Target:[/B] One Creature that is not an enemy. [B]Effect:[/B] The target makes a saving throw. The saving throw has a +5 bonus if the target is the same level as you or a higher level. It takes a -5 penalty if the target is a lower level than you or does not have a level. If the saving throw succeeds, this power has no effect. The Target is aware that you used this power on it if it is the same level as you or a higher level. Otherwise, it does not know you used this power. On a failed saving throw, neither you nor your allies will become an enemy of the target until the effect of the power ends. The target of this power may not target any non-enemy with an attack until the effect ends. While the effect persists, provided you have a means to communicate with the target, you may use a Standard Action to make a Bluff check at +5 against the target’s Passive Insight to do any of the following: [LIST] [*]Slide the target 2 squares, provided that such movement does not enter hindering terrain. [*]Have the target use Aid Another to help you in a task of your choice. [*]Ask the target a question, which it will answer truthfully if it knows the answer. If the nature or role of the target does not indicate that it must know the answer to your question it should make a saving throw – a success means that it does know the answer, a failure that it does not. [/LIST] This effect ends if you or any of your allies attacks the target or any of its allies, if any of your Bluff checks against the target fail (but not if it cannot answer your question due to a saving throw), or if either you or the target complete an extended rest. Afterward, the target doesn't remember that you used this power on it. --------------------------------------------------------------------- How does that prevent creative uses as well as those defined in the effects? [/QUOTE]
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