Starfox
Hero
It rubs me the wrong way that one ninja is tough, but dozens of ninjas are wimps.
A classic case of Inverse Ninja Power.
It rubs me the wrong way that one ninja is tough, but dozens of ninjas are wimps.
I don't think he would consider him a viable threat, however, so if that makes him suitably unaware for your mechanic, then that makes perfect sense to me.
I'm uncomfortable with the minion/non-minion distinction in 4e not being clearer in game-world terms. For example, by the rules non-minion kobolds are very much tougher than minion kobolds and yet they don't seem to be a markedly different type of kobold.It rubs me the wrong way that one ninja is tough, but dozens of ninjas are wimps.
I totally agree with your point about dead levels. In fact, I was a bit surprised that the Fighter didn't get one feat per level in 3E -- and it wasn't really clear to me why all the classes didn't have their special abilities defined as bonus feats to choose from at each level.Things I think 4Ed got right or at least headed in the right direction:
- "Dead levels" basically non-existent
- Rituals for magics that are primarily out of combat or touch other class' roles
- Some clearer nomenclature for mechanics: you get your 3rd level spells at 3rd level
- Certain weak or poorly defined classes got upgraded
I agree with all of this. Sometimes hit point loss doesn't create tension – when a PC has lots and loses a small amount – but I agree with you that, if the values for hit points and damage are right, then it works.Hit points are measuring suffering. Real physical damage is only one symptom of suffering. One bonus of hit points is that the player is losing a game resource. That increases identification with the PC. "I'm losing my hit points!" induces a sense of urgency and danger. That helps simulate rising action.
To return to the subject of adoptable elements of 4e, one I really like is the number of clear options – which in 4e would be mostly the at-will, encounter and daily powers – that the players have in combat.
The halfling rogue's player was new and didn't realize that the game was about killing monsters in cold blood and taking their stuff.In the case of Module JRRT1, The Hobbit, the writer clearly expected the main party to face the dragon in its lair, and so included a mechanic by which they could do extra damage in the first attack. I mean, otherwise, why toss in both a Ring of Invisibility and a weak spot?!?!
In the play report we are reading, no doubt the same players were allowed to control the NPC leaders in defense of the town. The guy playing the mayor.....well, every group seems to have one of those guys. AFAICT, the GM just allowed the thrush to act as a conduit of player knowledge, from one character to the next, out of goodwill.
One aspect of rpg combat that irritates me is that the biggest, most effective powers tend to be used at, or near, the start of a fight, which is the complete opposite to the way it works in fiction. This creates a sense of action 'falling' rather than rising.
Or Neo versus Agent Smith in The Matrix? They run out of bullets early on and the rest of the fight is hand-to-hand combat. Though arguably, in The Matrix, kung fu is just as powerful as guns are, maybe moreso.I can actually think of a major counter-example, and I don't think your assertion of falling rather than rising action holds up. In the climactic battle in Willow, the two female magicians start off by challenging each other's awesome powers. Before long, they're wrestling and backhanding each other.