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General Tabletop Discussion
D&D Older Editions
My 4e problem.
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<blockquote data-quote="RyvenCedrylle" data-source="post: 4726301" data-attributes="member: 66726"><p>Mr. Morris-</p><p></p><p>My apologies to you if I came across (and continue to below) as snarky or elitist. The downside to internet forum posting, of course, is that there is no body language or voice intonation to provide proper context. My point is simply that it seems you are introducing so many new powers and feats that the game is more "Michael Morris" and less "WotC." Now that's not a bad thing - heck, I played a homebrew classless OGL variant that I found decidedly better than canon 3E, but because it was so.. diluted, maybe is the right word?.. it felt wrong to call it 3E. Maybe it's just semantics. </p><p></p><p>I liked some of the time-based powers you just posted, but am a little confused to some of the functioning. Please assume the statements to be honest and inquisitive as that is the intention.</p><p></p><p>Standstill has some definite potential so long as there's the option to not rejoin battle. That's a GM improv issue though, as opposed to a design issue. I assume it's intended to convert combat to roleplaying or skill challenges as opposed to simply 'end all ongoing conditions?' If it's the latter, "end all ongoing conditions and reroll initiative" is a heck of a lot easier to follow mechanically.</p><p></p><p>Temporal shift: So this is like the old 'Sanctuary' spell, I take it? I was a huge fan of Sanctuary in earlier editions, but as a player looking at this quickly as a power option, I'm not sure if I would take it. With Sanctuary, you can heal, move and do a bunch of other things while in the protective bubble. Here, I miss 1d6 turns (essentially) and then show up in almost exactly the same space and condition. I'm not sure what I would do with this unless the battle was almost over and I just needed to get out and save my hide while other folks clean up the mess. Now, if you have the option to spend a healing surge or two while you're telling the laws of physics to sit down and shut up, that's a totally different animal. I'd use that any day of the week and twice on Tuesdays.</p><p></p><p>Time Warp - hmm.. I'm conflicted. This is REALLY swingy - everyone will probably go nova at this point to maximize the amount of carnage with their best dailies and so the battle is really going to rely heavily on a small number of rolls. That being said, it's level 28 and by that point, stuff like this ought to be happening. This is epic tier and you should be able to epic fail. I'd probably never use it myself, but I can think of some friends who would LOVE that power.</p><p></p><p>Temporal Pulse - retains economy of actions and does something unique. Beautiful.</p></blockquote><p></p>
[QUOTE="RyvenCedrylle, post: 4726301, member: 66726"] Mr. Morris- My apologies to you if I came across (and continue to below) as snarky or elitist. The downside to internet forum posting, of course, is that there is no body language or voice intonation to provide proper context. My point is simply that it seems you are introducing so many new powers and feats that the game is more "Michael Morris" and less "WotC." Now that's not a bad thing - heck, I played a homebrew classless OGL variant that I found decidedly better than canon 3E, but because it was so.. diluted, maybe is the right word?.. it felt wrong to call it 3E. Maybe it's just semantics. I liked some of the time-based powers you just posted, but am a little confused to some of the functioning. Please assume the statements to be honest and inquisitive as that is the intention. Standstill has some definite potential so long as there's the option to not rejoin battle. That's a GM improv issue though, as opposed to a design issue. I assume it's intended to convert combat to roleplaying or skill challenges as opposed to simply 'end all ongoing conditions?' If it's the latter, "end all ongoing conditions and reroll initiative" is a heck of a lot easier to follow mechanically. Temporal shift: So this is like the old 'Sanctuary' spell, I take it? I was a huge fan of Sanctuary in earlier editions, but as a player looking at this quickly as a power option, I'm not sure if I would take it. With Sanctuary, you can heal, move and do a bunch of other things while in the protective bubble. Here, I miss 1d6 turns (essentially) and then show up in almost exactly the same space and condition. I'm not sure what I would do with this unless the battle was almost over and I just needed to get out and save my hide while other folks clean up the mess. Now, if you have the option to spend a healing surge or two while you're telling the laws of physics to sit down and shut up, that's a totally different animal. I'd use that any day of the week and twice on Tuesdays. Time Warp - hmm.. I'm conflicted. This is REALLY swingy - everyone will probably go nova at this point to maximize the amount of carnage with their best dailies and so the battle is really going to rely heavily on a small number of rolls. That being said, it's level 28 and by that point, stuff like this ought to be happening. This is epic tier and you should be able to epic fail. I'd probably never use it myself, but I can think of some friends who would LOVE that power. Temporal Pulse - retains economy of actions and does something unique. Beautiful. [/QUOTE]
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