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<blockquote data-quote="Zustiur" data-source="post: 5892780" data-attributes="member: 1544"><p>I understand the desire, and more or less agree in principle, but in practice... No. Choosing when to be awesome sounds like a diceless system to me. </p><p></p><p></p><p>It was a bad example all 'round. Crits vs powers isn't a fair comparison. Crits vs feats that trigger on a crit would be a better example. Getting the crucial critical hit in on the dragon at the last possible minute is no different in 3E and 4E. </p><p>With that said; B.T. wasn't drawing that comparison. He was defining two separate words, Awesome and AWESOME. The presence of the latter does not prevent the presence of the former. His point was that the latter is totally different to the former, and does not result in the same feelings of player excitement.</p><p></p><p>My issue with this is that by being able to choose to that degree, it completely lacks the awesome feeling. Awesome mechanical effects don't generally make me feel awesome. Daily powers don't make me say 'wow that was cool'. Crits do make me say things like that. </p><p></p><p>Aside from the one hit knock out, there's nothing about that which differs from 4E. You built your character well (for that situation), you rolled well, the bad guy rolled badly = awesome moment.</p><p>On the other hand, say a 4E cleric had a power called 'defeat boss'. It's a daily power, it only works on BBEGs but it's a choice you get to make, not just a combination of dice rolls and situation. You'd get into the same battle, cast your defeat boss spell and win just the same. It'd be AWESOME, but completely lack any actual awesomeness.</p><p></p><p> I'm not against that in principle, but I don't see a good way of implementing it.</p><p></p><p>I think essentially what I'm saying is that mechanical AWESOMEness doesn't provide any actual awesome.</p><p></p><p>[edit] fixed stupid wording</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5892780, member: 1544"] I understand the desire, and more or less agree in principle, but in practice... No. Choosing when to be awesome sounds like a diceless system to me. It was a bad example all 'round. Crits vs powers isn't a fair comparison. Crits vs feats that trigger on a crit would be a better example. Getting the crucial critical hit in on the dragon at the last possible minute is no different in 3E and 4E. With that said; B.T. wasn't drawing that comparison. He was defining two separate words, Awesome and AWESOME. The presence of the latter does not prevent the presence of the former. His point was that the latter is totally different to the former, and does not result in the same feelings of player excitement. My issue with this is that by being able to choose to that degree, it completely lacks the awesome feeling. Awesome mechanical effects don't generally make me feel awesome. Daily powers don't make me say 'wow that was cool'. Crits do make me say things like that. Aside from the one hit knock out, there's nothing about that which differs from 4E. You built your character well (for that situation), you rolled well, the bad guy rolled badly = awesome moment. On the other hand, say a 4E cleric had a power called 'defeat boss'. It's a daily power, it only works on BBEGs but it's a choice you get to make, not just a combination of dice rolls and situation. You'd get into the same battle, cast your defeat boss spell and win just the same. It'd be AWESOME, but completely lack any actual awesomeness. I'm not against that in principle, but I don't see a good way of implementing it. I think essentially what I'm saying is that mechanical AWESOMEness doesn't provide any actual awesome. [edit] fixed stupid wording [/QUOTE]
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