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<blockquote data-quote="Quickleaf" data-source="post: 6067816" data-attributes="member: 20323"><p>Unfortunately, I don't follow all that jargon <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /></p><p></p><p>What I mean is 4e presents abilities with insufficient explanation. Phasing and "Come and Get It" being prime examples. How do I adjudicate a fighter using "Come and Get It" on a centipede swarm? I have no idea. Neither does my player. Now we are firmly in a gray area of the rules...do I prevent the player from using this power or do I ignore the behavior of a swarm and just run with it. Normally I will do the latter, but the fact that we need to pause and sort these things out I consider to be a mark against the game.</p><p></p><p>A couple solutions for "Come and Get It" might be:</p><p>* For powers which had sticking points in the playtest include sidebars explaining hot to adjudicate outlying scenarios</p><p>* Give certain creatures no Will scores, thus making them immune to all powers targeting Will</p><p>* Design all powers to be versatile like the Essentials Hunter, wheree the player selects from a list of effects (and make it explicit that the DM can forbid a certain effect if the scenario calls for it)</p><p>* Provide a "swappable effects/conditions" list, so that when a certain effect/condition doesn't make sense, the DM and player have some ready-to-go replacements of equivalent power</p><p></p><p>Does that make sense?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6067816, member: 20323"] Unfortunately, I don't follow all that jargon :( What I mean is 4e presents abilities with insufficient explanation. Phasing and "Come and Get It" being prime examples. How do I adjudicate a fighter using "Come and Get It" on a centipede swarm? I have no idea. Neither does my player. Now we are firmly in a gray area of the rules...do I prevent the player from using this power or do I ignore the behavior of a swarm and just run with it. Normally I will do the latter, but the fact that we need to pause and sort these things out I consider to be a mark against the game. A couple solutions for "Come and Get It" might be: * For powers which had sticking points in the playtest include sidebars explaining hot to adjudicate outlying scenarios * Give certain creatures no Will scores, thus making them immune to all powers targeting Will * Design all powers to be versatile like the Essentials Hunter, wheree the player selects from a list of effects (and make it explicit that the DM can forbid a certain effect if the scenario calls for it) * Provide a "swappable effects/conditions" list, so that when a certain effect/condition doesn't make sense, the DM and player have some ready-to-go replacements of equivalent power Does that make sense? [/QUOTE]
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