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General Tabletop Discussion
*Pathfinder & Starfinder
Martial Dailies - How so?
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<blockquote data-quote="alaric" data-source="post: 4133361" data-attributes="member: 296"><p>We only have three martial dailies to look at, but so far I don't see any problems. The fluff of Split of Tree mentions firing two arrows at the same time, but there is nothing mechanically that enforces it. It's just as easy to say that the Ranger fired two arrows in quick succession. The timing and ordering of a round is already highly abstract, all that really means in the game world is that at one point the ranger pulled off two quick shots that both landed well.</p><p></p><p>We've got the Fighters Brute Strike power, which really is just extra damage, again an abstract concept. The sports analogy works here, this is the player deciding that now is the time that his character get's lucky, or dials it to 11, or whatnot, and lands that killer blow.</p><p></p><p>The last is Crimson Edge, which gets you extra damage, ongoing damage, and combat advantage to the rogue. Same as Brute Strike, this is that one good blow that really lands solid, leaving the opponent bleeding/stunned/distracted.</p><p></p><p>The daily powers (especially for martial classes), are one of my favorite things in 4E. It follows part of the general 4E trend of giving some degree of storytelling responsibility to the players. When the chips are down and everything is on the line the player can decide that now is the time I get to be the big damn hero. The end result is a good story, which is all I'm looking for.</p></blockquote><p></p>
[QUOTE="alaric, post: 4133361, member: 296"] We only have three martial dailies to look at, but so far I don't see any problems. The fluff of Split of Tree mentions firing two arrows at the same time, but there is nothing mechanically that enforces it. It's just as easy to say that the Ranger fired two arrows in quick succession. The timing and ordering of a round is already highly abstract, all that really means in the game world is that at one point the ranger pulled off two quick shots that both landed well. We've got the Fighters Brute Strike power, which really is just extra damage, again an abstract concept. The sports analogy works here, this is the player deciding that now is the time that his character get's lucky, or dials it to 11, or whatnot, and lands that killer blow. The last is Crimson Edge, which gets you extra damage, ongoing damage, and combat advantage to the rogue. Same as Brute Strike, this is that one good blow that really lands solid, leaving the opponent bleeding/stunned/distracted. The daily powers (especially for martial classes), are one of my favorite things in 4E. It follows part of the general 4E trend of giving some degree of storytelling responsibility to the players. When the chips are down and everything is on the line the player can decide that now is the time I get to be the big damn hero. The end result is a good story, which is all I'm looking for. [/QUOTE]
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Martial Dailies - How so?
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