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People have the strangest deal-breakers
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<blockquote data-quote="delchrys" data-source="post: 5799117" data-attributes="member: 6688672"><p>axiomatic strike (hey i've "learned" how to do extra damage against "chaotic" opponents!)</p><p>destructive rage (hey i've "learned" how to increase my strength by 8 on command!)</p><p>faster healing (hey i've "learned" how to heal faster!)</p><p>greater resiliency (hey i've "learned" how to not take as much damage when hit with things!)</p><p>intimidating rage (hey i've "learned" how to yell at an enemy and make them "shaken"!)</p><p>weakening touch (hey i've "learned" how to make enemies lose 6 strength by hitting them!)</p><p></p><p>these are just from the complete warrior book. most books containing feats contain a solid percentage of crap feats that grant quasi-magical abilities that make no intuitive sense in a world where characters (prior to 3.0) always had to pray for or study for spell-casting. the shift from a limited source of "magical" effects to a nearly-limitless variety of powers changed the game from a lower-magic setting to an over-the-top high fantasy cliche, and with 4E it got even closer to video game design, complete with the reality-defying "once per encounter" abilities. seriously? how does your body know what constitutes an 'encounter'? you can use it only once a day if you have only one encounter, but if you have ten encounters, suddenly it is available ten times--but never twice in the same fight. huh?</p><p></p><p>if they continued this trend, 5E would be nearly guaranteed to have a "save game" and "load game" feature. with feats and skill tricks, the game went from one where the emphasis naturally was on problem solving, role-playing, and imagination to trying to emulate a video game with powers falling off trees every time you turn a corner. with 3.0-4E, dnd became a parody of its earlier incarnations.</p></blockquote><p></p>
[QUOTE="delchrys, post: 5799117, member: 6688672"] axiomatic strike (hey i've "learned" how to do extra damage against "chaotic" opponents!) destructive rage (hey i've "learned" how to increase my strength by 8 on command!) faster healing (hey i've "learned" how to heal faster!) greater resiliency (hey i've "learned" how to not take as much damage when hit with things!) intimidating rage (hey i've "learned" how to yell at an enemy and make them "shaken"!) weakening touch (hey i've "learned" how to make enemies lose 6 strength by hitting them!) these are just from the complete warrior book. most books containing feats contain a solid percentage of crap feats that grant quasi-magical abilities that make no intuitive sense in a world where characters (prior to 3.0) always had to pray for or study for spell-casting. the shift from a limited source of "magical" effects to a nearly-limitless variety of powers changed the game from a lower-magic setting to an over-the-top high fantasy cliche, and with 4E it got even closer to video game design, complete with the reality-defying "once per encounter" abilities. seriously? how does your body know what constitutes an 'encounter'? you can use it only once a day if you have only one encounter, but if you have ten encounters, suddenly it is available ten times--but never twice in the same fight. huh? if they continued this trend, 5E would be nearly guaranteed to have a "save game" and "load game" feature. with feats and skill tricks, the game went from one where the emphasis naturally was on problem solving, role-playing, and imagination to trying to emulate a video game with powers falling off trees every time you turn a corner. with 3.0-4E, dnd became a parody of its earlier incarnations. [/QUOTE]
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