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<blockquote data-quote="helium3" data-source="post: 4075742" data-attributes="member: 31301"><p>Eh. Like other posters have said, I think the intent is to use simple language for folk whose ability with reading comprehension ain't so good.</p><p></p><p>I'm more irritated by grammar errors I found from a quick once over. At least, I think they're errors. Anyhow, that's like, half my quota of nerd rage for the day at least. I may need to Camp pretty soon.</p><p></p><p></p><p></p><p>I just think it's funny that, unless there's some incentive not to that we haven't seen yet, there's absolutely no fix for the "15 minute workday" that some of the more rabid 4E Stalkeratti are constantly going on about. Basically, the way 4E sounds from the quick guide, players can "Nova" all they want, the DM just doesn't have to worry as much about a TPK when attacking them with monsters on the way back to their Camp.</p><p></p><p></p><p></p><p>The way they've changed durations makes sense if we can assume that failing that save multiple times really really hurts.</p><p></p><p>Not in a save or die way, but in a <sub>poop</sub> I failed my save again this round, I better make my save next round or I'm toast.Exactly like hold person worked, basically.</p><p></p><p>Only, it's a hold person that you always have at least a 50% chance of getting out of every round. With those odds, a player's gonna get held for four rounds once every 16 times the spell hits them.</p><p></p><p>So, if effects that use this mechanic are the replacement for save or die, I'm cool with it. You get hit with the spell and at first it's no big deal because, "hey, you just gotta come up heads." But then, five rounds later when you've rolled five tails in succession and are staring into the Abyss, there's a palpable sense of dread because you've EARNED your fate with some spectacularly incompetent rolling.</p><p></p><p></p><p></p><p>This must be why there are those "the priest hits and you are healed" powers. That way, the healing battery is still operational AND the player still gets to do something "wicked awesome" at the same time. I think the in game assumption would be something like:</p><p></p><p></p><p></p><p></p><p></p><p>If you don't want a gamist experience, don't play 4E. What's so awful about that?</p></blockquote><p></p>
[QUOTE="helium3, post: 4075742, member: 31301"] Eh. Like other posters have said, I think the intent is to use simple language for folk whose ability with reading comprehension ain't so good. I'm more irritated by grammar errors I found from a quick once over. At least, I think they're errors. Anyhow, that's like, half my quota of nerd rage for the day at least. I may need to Camp pretty soon. I just think it's funny that, unless there's some incentive not to that we haven't seen yet, there's absolutely no fix for the "15 minute workday" that some of the more rabid 4E Stalkeratti are constantly going on about. Basically, the way 4E sounds from the quick guide, players can "Nova" all they want, the DM just doesn't have to worry as much about a TPK when attacking them with monsters on the way back to their Camp. The way they've changed durations makes sense if we can assume that failing that save multiple times really really hurts. Not in a save or die way, but in a <sub>poop</sub> I failed my save again this round, I better make my save next round or I'm toast.Exactly like hold person worked, basically. Only, it's a hold person that you always have at least a 50% chance of getting out of every round. With those odds, a player's gonna get held for four rounds once every 16 times the spell hits them. So, if effects that use this mechanic are the replacement for save or die, I'm cool with it. You get hit with the spell and at first it's no big deal because, "hey, you just gotta come up heads." But then, five rounds later when you've rolled five tails in succession and are staring into the Abyss, there's a palpable sense of dread because you've EARNED your fate with some spectacularly incompetent rolling. This must be why there are those "the priest hits and you are healed" powers. That way, the healing battery is still operational AND the player still gets to do something "wicked awesome" at the same time. I think the in game assumption would be something like: If you don't want a gamist experience, don't play 4E. What's so awful about that? [/QUOTE]
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