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New take on why expertise dice is a bad mecanic
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<blockquote data-quote="eprieur" data-source="post: 6049455" data-attributes="member: 81191"><p>Especially in an high fantasy system. So imagine you are this fantasy monk, you want to feel awsome and kick this guy on the other side of the room. So you use your special maneuver, fly through the room and kick the guy for X damage and he's projected on the wall where he take some more damage, etc. You feel happy as a super special monk.</p><p></p><p>In 4.0 it's very easy, you just did a monk encounter power, you shifted your move toward the enemy and kicked him for twice your normal damage + a special effect.</p><p></p><p>But in next you have expertise dice that regenerate to full each turn, so what do you do? You can't have a power like the one above, that would mean using it each turn since it's better then just punching someone. You have to balance it. And against what? Against the base power, stuff like deadly strike and flurry. You basically cannot be awsome when you use your kick power or you will have created an unbalanced power. So you use 1 dice to kick the person, and another for it to work on a bigger target, etc, creating a power that want to be awsome but will eventually just suck and do no damage. </p><p></p><p>Why? Because nothing can be better then attacking someone and spamming deadly strike that's why.</p><p></p><p>Expertise dice are basically an at-will ressource but limited by round. I argue that you cannot have cool stuff using a system that is purely at-will and I look at what they give us in this package and that's a pretty big confirmation in that regard.</p></blockquote><p></p>
[QUOTE="eprieur, post: 6049455, member: 81191"] Especially in an high fantasy system. So imagine you are this fantasy monk, you want to feel awsome and kick this guy on the other side of the room. So you use your special maneuver, fly through the room and kick the guy for X damage and he's projected on the wall where he take some more damage, etc. You feel happy as a super special monk. In 4.0 it's very easy, you just did a monk encounter power, you shifted your move toward the enemy and kicked him for twice your normal damage + a special effect. But in next you have expertise dice that regenerate to full each turn, so what do you do? You can't have a power like the one above, that would mean using it each turn since it's better then just punching someone. You have to balance it. And against what? Against the base power, stuff like deadly strike and flurry. You basically cannot be awsome when you use your kick power or you will have created an unbalanced power. So you use 1 dice to kick the person, and another for it to work on a bigger target, etc, creating a power that want to be awsome but will eventually just suck and do no damage. Why? Because nothing can be better then attacking someone and spamming deadly strike that's why. Expertise dice are basically an at-will ressource but limited by round. I argue that you cannot have cool stuff using a system that is purely at-will and I look at what they give us in this package and that's a pretty big confirmation in that regard. [/QUOTE]
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