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<blockquote data-quote="FireLance" data-source="post: 5892731" data-attributes="member: 3424"><p>I suppose the fundamental disconnect here is that I see the former as an example of "the dice make me awesome" and the latter as an example of "my choices make me awesome".</p><p></p><p>The problem with the former is that nineteen out of twenty times (or so) the fighter <em>doesn't</em> kill the dragon, and next round, there's a 50-50 chance of a TPK. Yes, it's <em>great</em> when it happens, but these days, I don't play D&D often enough that I'm willing to suffer through hours of banal for that 5% chance of great. Dare I say that it's ... videogamey? It's essentially the same as the basic philosophy behind the "rare drop" that keeps you fighting the same monster again and again until the miniscule chance that the payoff happens comes up.</p><p></p><p>I think I would like the rules to allow me to <em>choose</em> when to be awesome, thank you. Perhaps the daily power mechanic might not be the best way to go about it, but at least it meant that player choice had more impact than before. </p><p></p><p>To cite an example from 3e, I was playing a cleric and during one fight in which we had agreed to a series of one-on-one duels with the BBEG, the BBEG defeated the party fighter handily and my character was the next to face him. Due to a series of power boosting feats, I managed to defeat him in my very first action with a single spell. Now, luck did play some part (I rolled quite well for one boosting check and the BBEG failed his saving throw), but I felt very good about the victory because it seemed that a lot of it was due to my having made good choices.</p><p></p><p>I think it would be great if, in 5e, any character (not just spellcasters) in a tight situation could <em>choose</em> to draw on extraordinary resources and not just roll dice and hope that the 5% chance of a critical comes up.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5892731, member: 3424"] I suppose the fundamental disconnect here is that I see the former as an example of "the dice make me awesome" and the latter as an example of "my choices make me awesome". The problem with the former is that nineteen out of twenty times (or so) the fighter [I]doesn't[/I] kill the dragon, and next round, there's a 50-50 chance of a TPK. Yes, it's [I]great[/I] when it happens, but these days, I don't play D&D often enough that I'm willing to suffer through hours of banal for that 5% chance of great. Dare I say that it's ... videogamey? It's essentially the same as the basic philosophy behind the "rare drop" that keeps you fighting the same monster again and again until the miniscule chance that the payoff happens comes up. I think I would like the rules to allow me to [I]choose[/I] when to be awesome, thank you. Perhaps the daily power mechanic might not be the best way to go about it, but at least it meant that player choice had more impact than before. To cite an example from 3e, I was playing a cleric and during one fight in which we had agreed to a series of one-on-one duels with the BBEG, the BBEG defeated the party fighter handily and my character was the next to face him. Due to a series of power boosting feats, I managed to defeat him in my very first action with a single spell. Now, luck did play some part (I rolled quite well for one boosting check and the BBEG failed his saving throw), but I felt very good about the victory because it seemed that a lot of it was due to my having made good choices. I think it would be great if, in 5e, any character (not just spellcasters) in a tight situation could [I]choose[/I] to draw on extraordinary resources and not just roll dice and hope that the 5% chance of a critical comes up. [/QUOTE]
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