Mustrum_Ridcully said:Well, I hope they cut a bit back on the words "cool" and "fun", because I read them a bit too often. But to my luck, the rest of the blog posts are usually pretty interesting (and convincing) too me.
I wonder also if the sentence would have sounded better to you if he would have used the name used for the attack/maneuver. (I mean, Sneak Attack sounds a bit better than "the cool nameless attack that lets me deal extra damage when I take a specific position").
It might also be a problem that the Designers are just too much inside the design ideas, and are thus describing this more from the designer view than from the view a normal player would describe it. It's possible that it feels a lot less "gamist" when actually done in play.
But that's might not be the case (and I suspect so). I suppose these abilities are more like spells for non-spellcasters. Spells in D&D are interesting, but a individual spell is usually inflexible and are pretty "gamist" thing. If it feels to gamist/artificial, this might be the first real design flaw I can see with D&D 4. But I remain optimistic, because too many other things sound interesting and well thought out to me...
It's certainly possible that in context, it will end up working just fine. However, I do think that as these sneak peeks come out, we're definitely seeing more abilities which are increasingly "artificial" (probably a better term than "gamist", I don't really like the whole GNS idea but it's just gotten so ubiquitous) - they might have no real meaning outside the new edition's combat mechanics, and no use other than the specific combat situation they're designed for.
3E does that too, sure, but I'd have liked to see the trend go in the opposite direction.