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*Pathfinder & Starfinder
Jonathan Tweet denounces Power Attack
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<blockquote data-quote="Najo" data-source="post: 3898162" data-attributes="member: 9959"><p>With a game like D&D, streamlining akward rules and making them fun is very, very important on many levels. D&D needs choice, strategy, ability to min/max character building and such, but once your playing your abilities, resources and other character features should be intuitive to find and use, they should allow for choices that players can figure out and remember easy. Especially as the character gains levels and becomes more complicated.</p><p></p><p>Another thing, metagame play and convoluted rules hurt roleplaying and fun. Metagaming in case you do not understand the term is when you no longer are playing the game as intended and are playing with the theories and higher mechanics of the game system. In D&D, you are no longer playing your character but studying and tweaking the game mechanics and holding up everyone's actions. This is neither fun nor streamline when a game rule does this.</p><p></p><p>What you are really saying, and many people are saying, is that the current power attack seems simple and streamline, almost elegant, and as such necessary to the game mechanics. Converting to hit chance into damage. The sliding scale gives the illusion of flexibility and choice. But it really doesn't do this. As you take penalties to hit, your overall percantage of damage is dropping, and so even though you are gaining a damage bonus, you are actaully losing the chance to cause that damage in the first place. </p><p></p><p>Thus, like Tweet says, if you miss you don't even gain anything from the feat. You actually sabotage yourself. This is counter to fun. The math-challenged won't realize it, but they are screwing themselves over, while the math-capable are boring the hell out of their friends while they work the numbers. </p><p></p><p>Now, in none of my posts did I say replace the wonderful depth of a game system like D&D with coin flips. Just streamline and smooth the rough spots, but keep the fun areas of playing with the rules once you attain mastery of the game system.</p></blockquote><p></p>
[QUOTE="Najo, post: 3898162, member: 9959"] With a game like D&D, streamlining akward rules and making them fun is very, very important on many levels. D&D needs choice, strategy, ability to min/max character building and such, but once your playing your abilities, resources and other character features should be intuitive to find and use, they should allow for choices that players can figure out and remember easy. Especially as the character gains levels and becomes more complicated. Another thing, metagame play and convoluted rules hurt roleplaying and fun. Metagaming in case you do not understand the term is when you no longer are playing the game as intended and are playing with the theories and higher mechanics of the game system. In D&D, you are no longer playing your character but studying and tweaking the game mechanics and holding up everyone's actions. This is neither fun nor streamline when a game rule does this. What you are really saying, and many people are saying, is that the current power attack seems simple and streamline, almost elegant, and as such necessary to the game mechanics. Converting to hit chance into damage. The sliding scale gives the illusion of flexibility and choice. But it really doesn't do this. As you take penalties to hit, your overall percantage of damage is dropping, and so even though you are gaining a damage bonus, you are actaully losing the chance to cause that damage in the first place. Thus, like Tweet says, if you miss you don't even gain anything from the feat. You actually sabotage yourself. This is counter to fun. The math-challenged won't realize it, but they are screwing themselves over, while the math-capable are boring the hell out of their friends while they work the numbers. Now, in none of my posts did I say replace the wonderful depth of a game system like D&D with coin flips. Just streamline and smooth the rough spots, but keep the fun areas of playing with the rules once you attain mastery of the game system. [/QUOTE]
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Jonathan Tweet denounces Power Attack
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