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*Dungeons & Dragons
Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="Tony Vargas" data-source="post: 7042847" data-attributes="member: 996"><p>Sorry, quoting as I compose the response. Really should read through first, but I'm still not going to. Just acknowledging that if I were a better person, I would. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p> Yes! But with backwards compatibility, so you could transition from choiceless mode without re-building your character! And, so that choosing to play that character didn't put you on a different 'career track,' I suppose...</p><p></p><p> I was thinking that, yes. But such that choice of which of the two is based on weapon. </p><p></p><p>That seems to be something that really bothers returning players, choosing power instead of weapon. An alternate option might be more than two, but all sorted by weapon or weapon type. So when you 'choose you weapons' at chargen, like a traditional fighter, you're also transparently choosing your power. Either way.</p><p></p><p> I was thinking Encounter & Daily acting exactly like Power Attack. You use it after you roll, not before. It'd be nice to have such a power available, anyway. And in the sense that you just get more uses, and more dice of damage, as you level. Probably skip the weapon specialization riders, though, in the name of actual simplicity.</p><p></p><p>Just noodling, now, but the Daily could be an after-you-miss instead of an after-you hit power. "You miss.." "Heck no!"</p><p></p><p><em> edit: maybe a little something like...</em></p><p></p><p>Brutal Attack Fighter Attack </p><p><em>When a foe blocks your attack, you unleash your full wrath, battering him almost as badly through his defenses as a solid hit would have.</em></p><p>Daily Martial, Weapon</p><p>No Action Special</p><p>Trigger: You miss an enemy with a weapon attack.</p><p>Target: The enemy you missed.</p><p>Effect: Instead of the usual effects of a miss, the target takes 1[W] damage plus half your normal damage bonus from the triggering attack.</p><p>Level 5: use a second time per day.</p><p>level 9: use a third time per day.</p><p>Level 17: 2[W] damage.</p><p>Level 27: 3[W] damage.</p><p></p><p></p><p>I was thinking taking stance & power at of it, by tying at-will to weapon choice. </p><p></p><p> Not just the slayer, strikers in general. The role doesn't much appeal to me. I did play the Slayer twice and the Knight once. The Slayer is nostalgic fun for about an hour just played on it's own merits. But, it was also ideal for reprising an old character, and the RP made up for it the second time... not for a long while, part of encounter season, but hey. The Knight was more disappointing. </p><p></p><p>But, no, the point is simple options could have been created without monkeywrenching the system as a whole. And, they needn't have been limited to the Fighter & Thief, the Elementalist could have been in HoFK, for instance.</p><p></p><p> Consistency and balance can fit more such options into a game, at a lower cost in actual complexity. </p><p></p><p> Yep. But it's also poison to people wanting simplicity. Thing is, 4e pushed versatility with it's blanket rule about never taking the same power twice. With an exception to that rule, you not only simplify the experience of the sub-class you give it a boost in power by letting it 'spam' a particularly nifty limited-use power. </p><p></p><p>Which is exactly what the Knight and Slayer did, only while adding overall complexity to the game instead of reducing it.</p><p></p><p>Now, imagine if it wasn't only a couple of martial classes that got the simplified treatment? Not only would players not be punished with reduced effectiveness and 'agency' for wanting to play in a simpler style, they wouldn't be punished with reduced choice of character concept, either.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7042847, member: 996"] Sorry, quoting as I compose the response. Really should read through first, but I'm still not going to. Just acknowledging that if I were a better person, I would. ;) Yes! But with backwards compatibility, so you could transition from choiceless mode without re-building your character! And, so that choosing to play that character didn't put you on a different 'career track,' I suppose... I was thinking that, yes. But such that choice of which of the two is based on weapon. That seems to be something that really bothers returning players, choosing power instead of weapon. An alternate option might be more than two, but all sorted by weapon or weapon type. So when you 'choose you weapons' at chargen, like a traditional fighter, you're also transparently choosing your power. Either way. I was thinking Encounter & Daily acting exactly like Power Attack. You use it after you roll, not before. It'd be nice to have such a power available, anyway. And in the sense that you just get more uses, and more dice of damage, as you level. Probably skip the weapon specialization riders, though, in the name of actual simplicity. Just noodling, now, but the Daily could be an after-you-miss instead of an after-you hit power. "You miss.." "Heck no!" [i] edit: maybe a little something like...[/i] Brutal Attack Fighter Attack [i]When a foe blocks your attack, you unleash your full wrath, battering him almost as badly through his defenses as a solid hit would have.[/i] Daily Martial, Weapon No Action Special Trigger: You miss an enemy with a weapon attack. Target: The enemy you missed. Effect: Instead of the usual effects of a miss, the target takes 1[W] damage plus half your normal damage bonus from the triggering attack. Level 5: use a second time per day. level 9: use a third time per day. Level 17: 2[W] damage. Level 27: 3[W] damage. I was thinking taking stance & power at of it, by tying at-will to weapon choice. Not just the slayer, strikers in general. The role doesn't much appeal to me. I did play the Slayer twice and the Knight once. The Slayer is nostalgic fun for about an hour just played on it's own merits. But, it was also ideal for reprising an old character, and the RP made up for it the second time... not for a long while, part of encounter season, but hey. The Knight was more disappointing. But, no, the point is simple options could have been created without monkeywrenching the system as a whole. And, they needn't have been limited to the Fighter & Thief, the Elementalist could have been in HoFK, for instance. Consistency and balance can fit more such options into a game, at a lower cost in actual complexity. Yep. But it's also poison to people wanting simplicity. Thing is, 4e pushed versatility with it's blanket rule about never taking the same power twice. With an exception to that rule, you not only simplify the experience of the sub-class you give it a boost in power by letting it 'spam' a particularly nifty limited-use power. Which is exactly what the Knight and Slayer did, only while adding overall complexity to the game instead of reducing it. Now, imagine if it wasn't only a couple of martial classes that got the simplified treatment? Not only would players not be punished with reduced effectiveness and 'agency' for wanting to play in a simpler style, they wouldn't be punished with reduced choice of character concept, either. [/QUOTE]
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