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<blockquote data-quote="pemerton" data-source="post: 7631028" data-attributes="member: 42582"><p>The category of "special ability", like the category of "magic", only makes sense in some games or some contexts. Some systems don't really have "special abilities" at all in the D&D sense. And even where a system does feature special abilities, the fact that some statblock includes such a thing doesn't necessarily mean that the relevant infiction capability is gated behind such a mechanic.</p><p></p><p>In Prince Valiant one of my players used a Story Teller Certificate that he'd acquired through earlier play to Kill a Foe in Combat. This didn't create an effect that he didn't already have access to. But it did enable him to kill a knight in a joust whom otherwise he had no realistic mathematical chance of defeating. The player narrated it as his PC's lance splintering on the NPC knight's shield and a splinter of wood passing through the knight's visor and into his eye and brain.</p><p></p><p>Special abilities in 4e D&D are often like this: they don't make new things possible in the fiction, but they do change the mechanical likelihood of those things occurring.</p><p></p><p>Hang-on: so a game in which you character concept <em>resolute in the face of the most heart-melting winks</em> is not sacrosanct is a game that threatens RPing; but one in which your character concept <em>puissant warrior who never gets KO-ed by mere orcs</em> is not sacrosanct is not a valid character concept in most game systems?</p><p></p><p>What's the difference? Not from the point of view of aesthetic preference, but from the point of view of <em>what counts as playing the character I envision</em>?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7631028, member: 42582"] The category of "special ability", like the category of "magic", only makes sense in some games or some contexts. Some systems don't really have "special abilities" at all in the D&D sense. And even where a system does feature special abilities, the fact that some statblock includes such a thing doesn't necessarily mean that the relevant infiction capability is gated behind such a mechanic. In Prince Valiant one of my players used a Story Teller Certificate that he'd acquired through earlier play to Kill a Foe in Combat. This didn't create an effect that he didn't already have access to. But it did enable him to kill a knight in a joust whom otherwise he had no realistic mathematical chance of defeating. The player narrated it as his PC's lance splintering on the NPC knight's shield and a splinter of wood passing through the knight's visor and into his eye and brain. Special abilities in 4e D&D are often like this: they don't make new things possible in the fiction, but they do change the mechanical likelihood of those things occurring. Hang-on: so a game in which you character concept [I]resolute in the face of the most heart-melting winks[/I] is not sacrosanct is a game that threatens RPing; but one in which your character concept [I]puissant warrior who never gets KO-ed by mere orcs[/I] is not sacrosanct is not a valid character concept in most game systems? What's the difference? Not from the point of view of aesthetic preference, but from the point of view of [I]what counts as playing the character I envision[/I]? [/QUOTE]
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