Bagpuss
Legend
Kraydak said:I must say, *wow* but did they *not* remove fiddly, time-consuming situational modifiers.
It appears they did it only so they could add many more.
Kraydak said:I must say, *wow* but did they *not* remove fiddly, time-consuming situational modifiers.
Primal said:Seems like they've reduced the *rolls* in combat but introduced whole new layers of tactical complexity at the same time. :\
If you're going to keep track of all those conditional modifiers ('bloodied', 'combat advantage', 'marked' and who knows what else) you're going to need quite a lot of different types of accessories -- especially as you also occasionally need to "tag" a character with two (or more) conditions. For example, does Stephen use skulls to represent being *both* 'Bloodied' and 'Granting Combat Advantage'? Which color? Does he buy bigger beads for Giants or Dragons?
I wonder how many times a DM has to answer a player's "Which condition does this base/bead/die signify?"-question in combat. You might provide everyone with a reference sheet, but it takes time to memorize it by heart (and you typically only memorize those things which only concern your character anyway).
With these additional layers they're going to spend more time on their action than in 3E. Anyway, that's how I see it.
Lizard said:I will be dumbfounded if it does, because it's...uh...dumb.
Whatever a Fighter does to 'mark' an Orc, he can do to a friend -- even more easily if the friend is willing. I can perhaps see that a Paladin could only mark people opposed to his alignment/god/cause/whatever Paladins do in 4e, but why would martial powers -- the result of training and discipline -- be so discriminating? Presumably, back at Fighter School, newbie fighters had to practice these arts on their fellow students (using training swords and padded armor, I'm sure). It's hard to imagine not being able to use a power which explicitly relies on extensive practice until your first real life-or-death fight.
The more times I have to say "You can't because the rules say you can't, that's why!", the more broken the game is. I still don't know how invisibility knows to end when you attack someone...non-magical stealth, sure, but why would a spell end when you attack someone directly but not cause them harm indirectly? But that's another thread...
Lizard said:<snip>A sleeping character is "helpless". I've never heard of making a reflex save while sleeping. (Fortitude? Your body fights off the poison. Will? Maybe...your mind is still active and your subconscious will defend you. But Reflex?)<snip>
From here.SRD said:Unconscious creatures are automatically considered willing
Ipissimus said:DMs, however... it could get bad. I can see a situation where a party is fighting a squad of fighters, all with the ability to Mark and the DM having to keep track of which squad member's Marked who... could get confusing, even with markers.
Some of these already exist. Others are "marks" by another name.Lizard said:I think there's several ways of adding 'defend your ally' mechanics without marks.
That's what an AoO/threatened area is. And it doesn't work very well in isolation when combined with high mobility and turn-based activity.Lizard said:Zones of control, anyone? Classic old mechanic.
... which is basically marking except you mark an ally rather than an opponent. It's also a little trickier to implement because of the interaction with reach - you need to be in reach of the guy that's attacking your marked ally.Lizard said:Or any number of "I declare I am defending X, if anyone attacks X, I get a free swing at him which can do any number of things" powers.
Ipissimus said:3. I'm see-sawing over the 'overlapping Marks' issue. On one hand, I understand it's a game and even simulationist games aren't reality. On the other hand, fighting multiple opponants in real life is quite deadly. On the third hand (my mutation), I hope that combat advantage from flanking more than makes up for the lack when 2 defenders gang up on a foe.