UngeheuerLich
Legend
[MENTION=27160]Balesir[/MENTION]:
I have to apologize too... i am having a very thin skin right now...
I like the gamist aproach of 4e. And Metagaming is in most cases undeirable... the good thing is: Many things in 4e have good ingame reasons to do so, and chances to accomplish your goals are (the DCs, now, after 2 erratas) very well.
Making strategicallly sound decisions is not necessarily metagaming, waiting for the leader to grant you a bonus to hit is also no metagaming... your character has good reasons to wait for the prayer...
On the other hand, i hate thinking along the lines of:
"Hmmh, it would be a good decision to disarm the foe instead of killing him... but i don´t have the feat, so i have to eat an attack of opportunity, and then i need to win the opposed check..."
Actually I would also hate:
"My thief would try to find traps, but my chances are so slim, that i better send the fighter, because he has the highest hp... (or for that matter, the cleric, because he is the most perceptive)"
Rules of 4e generally enable the character, which is why I like this edition. Once I got behind that kind of thinking, in the 3.0 or 3.5 era - lowering DCs to 10, 15 and 20 in general and making heavy use of take 10 and take 20 - the game was much more fun for level 1 characters, and suddenly skill points were abundant.
Not beeing able to disarm or trip by default is better than have a rule which you need to analyze so you notice that it actually means: no disarm here...
So I can accept the gamist approach here.
If you however had a power, that you can combine with terrain to make a trip attemt...
...like using mage hand to pull the rag away under your opponents feet,not thinking about chances for failure... it is a completely different matter...
(if you have in game reasons to assume failure it is no metagaiming at all)
I have to apologize too... i am having a very thin skin right now...
I like the gamist aproach of 4e. And Metagaming is in most cases undeirable... the good thing is: Many things in 4e have good ingame reasons to do so, and chances to accomplish your goals are (the DCs, now, after 2 erratas) very well.
Making strategicallly sound decisions is not necessarily metagaming, waiting for the leader to grant you a bonus to hit is also no metagaming... your character has good reasons to wait for the prayer...
On the other hand, i hate thinking along the lines of:
"Hmmh, it would be a good decision to disarm the foe instead of killing him... but i don´t have the feat, so i have to eat an attack of opportunity, and then i need to win the opposed check..."
Actually I would also hate:
"My thief would try to find traps, but my chances are so slim, that i better send the fighter, because he has the highest hp... (or for that matter, the cleric, because he is the most perceptive)"
Rules of 4e generally enable the character, which is why I like this edition. Once I got behind that kind of thinking, in the 3.0 or 3.5 era - lowering DCs to 10, 15 and 20 in general and making heavy use of take 10 and take 20 - the game was much more fun for level 1 characters, and suddenly skill points were abundant.
Not beeing able to disarm or trip by default is better than have a rule which you need to analyze so you notice that it actually means: no disarm here...
So I can accept the gamist approach here.
If you however had a power, that you can combine with terrain to make a trip attemt...
...like using mage hand to pull the rag away under your opponents feet,not thinking about chances for failure... it is a completely different matter...
(if you have in game reasons to assume failure it is no metagaiming at all)