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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 4323630" data-attributes="member: 6533"><p>I don't know. there are a lot of elements I don't really follow about your counter-arguments.  I'll just touch on the main points here:</p><p></p><p>* I don't understand your concern about what happens to the area of effect.  The area of effect still applies.  You have simply refused to apply the actual effect.  </p><p></p><p>Alternately, you just do the opposite of what the cleric powers do and say the power targets a certain number of non-allies in the area, a number limited by ammunition use, or non-allies in general.  Then no issue.</p><p> </p><p>* Why is it a problem that you can't express the difference between thrown and ranged weapons?  I don't understand how the Area Burst # within # squares formula is even at issue.</p><p></p><p>* My input on flexibility was simply that if you use a key word you get to say  <img src="http://www.enworld.org/forum/images/smilies/c.gif"  class="smilie" loading="lazy" alt=":close:" title="Close    :close:" data-shortname=":close:" />, Volley or  <img src="http://www.enworld.org/forum/images/smilies/area.gif"  class="smilie" loading="lazy" alt=":area:" title="Area    :area:" data-shortname=":area:" />, Volley which seems more flexible to me than simply having to say Volley.  </p><p></p><p>* I'm interpreting the issue of keywords as not an extra step since you would have to read to see that keywords weren't there in the power in the first place, regardless of whether the keyword is there or not it is still a step in the process of interpreting a power.  Just as if you live in an area that doesn't commonly use area codes when writing or dialing you still have to look to see if an area code is there.  Removing the step in writing doesn't remove the step in reading.</p><p></p><p>* For me the whole issue of keyword vs new attack power really hinges on the issue of information management.  Keywords are an expectation of power write-ups associated with either the classes themselves or the class section.  Attack powers aren't.  I don't really believe that WotC avoided creating this attack mode because they saw no need.  Rather I think the symmetry of the modes they have and they way they line up with the DDM indicates that they really wanted to keep that area limited.  They have a whole system of special symbols for attacks for the love of Pete, which Volley attacks don't belong to, and they clearly want to shortcut this area.  Volley attacks can't just become <img src="http://www.enworld.org/forum/images/smilies/r.gif"  class="smilie" loading="lazy" alt=":ranged:" title="Ranged    :ranged:" data-shortname=":ranged:" /> + <img src="http://www.enworld.org/forum/images/smilies/area.gif"  class="smilie" loading="lazy" alt=":area:" title="Area    :area:" data-shortname=":area:" />.  Even if they were just going by the seat of their pants early in the design process the number of attacks is certainly codified now.  Making it a keyword and keeping it within the structure of either  <img src="http://www.enworld.org/forum/images/smilies/area.gif"  class="smilie" loading="lazy" alt=":area:" title="Area    :area:" data-shortname=":area:" /> , <img src="http://www.enworld.org/forum/images/smilies/c.gif"  class="smilie" loading="lazy" alt=":close:" title="Close    :close:" data-shortname=":close:" /> , or   <img src="http://www.enworld.org/forum/images/smilies/r.gif"  class="smilie" loading="lazy" alt=":ranged:" title="Ranged    :ranged:" data-shortname=":ranged:" />  keeps it simple from my perspective as a reader, consumer, and judge.  That may not be so simple for you from your perspective as a writer, and I respect that, but I also respect the inherent elegance and completeness of the combat section and that as written it really works for me as reader as a stable part of the system.  Someone reads:  <img src="http://www.enworld.org/forum/images/smilies/c.gif"  class="smilie" loading="lazy" alt=":close:" title="Close    :close:" data-shortname=":close:" /> , Volley they already know they have a lot of information on the attack cause they know what Close Burst is and they know the other word is a keyword and that they occassionally have to look keywords up.  Someone reads or hears: Volley they don't know that they know anything.  It's true the former example is less simple on the face of it, but the latter example works off the principle that familiarity is less than or equal to simplicity.  Space on the page isn't nearly as important as using already developed space in the head.</p><p></p><p>Not saying this to convince you at this point, since you're clearly working off of different considerations, just to explain why I feel so strongly about it since I'm a firm believer in user centered design when it comes to technical writing.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 4323630, member: 6533"] I don't know. there are a lot of elements I don't really follow about your counter-arguments. I'll just touch on the main points here: * I don't understand your concern about what happens to the area of effect. The area of effect still applies. You have simply refused to apply the actual effect. Alternately, you just do the opposite of what the cleric powers do and say the power targets a certain number of non-allies in the area, a number limited by ammunition use, or non-allies in general. Then no issue. * Why is it a problem that you can't express the difference between thrown and ranged weapons? I don't understand how the Area Burst # within # squares formula is even at issue. * My input on flexibility was simply that if you use a key word you get to say :close:, Volley or :area:, Volley which seems more flexible to me than simply having to say Volley. * I'm interpreting the issue of keywords as not an extra step since you would have to read to see that keywords weren't there in the power in the first place, regardless of whether the keyword is there or not it is still a step in the process of interpreting a power. Just as if you live in an area that doesn't commonly use area codes when writing or dialing you still have to look to see if an area code is there. Removing the step in writing doesn't remove the step in reading. * For me the whole issue of keyword vs new attack power really hinges on the issue of information management. Keywords are an expectation of power write-ups associated with either the classes themselves or the class section. Attack powers aren't. I don't really believe that WotC avoided creating this attack mode because they saw no need. Rather I think the symmetry of the modes they have and they way they line up with the DDM indicates that they really wanted to keep that area limited. They have a whole system of special symbols for attacks for the love of Pete, which Volley attacks don't belong to, and they clearly want to shortcut this area. Volley attacks can't just become :ranged: + :area:. Even if they were just going by the seat of their pants early in the design process the number of attacks is certainly codified now. Making it a keyword and keeping it within the structure of either :area: , :close: , or :ranged: keeps it simple from my perspective as a reader, consumer, and judge. That may not be so simple for you from your perspective as a writer, and I respect that, but I also respect the inherent elegance and completeness of the combat section and that as written it really works for me as reader as a stable part of the system. Someone reads: :close: , Volley they already know they have a lot of information on the attack cause they know what Close Burst is and they know the other word is a keyword and that they occassionally have to look keywords up. Someone reads or hears: Volley they don't know that they know anything. It's true the former example is less simple on the face of it, but the latter example works off the principle that familiarity is less than or equal to simplicity. Space on the page isn't nearly as important as using already developed space in the head. Not saying this to convince you at this point, since you're clearly working off of different considerations, just to explain why I feel so strongly about it since I'm a firm believer in user centered design when it comes to technical writing. [/QUOTE]
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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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