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Storytelling vs Roleplaying
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<blockquote data-quote="maddman75" data-source="post: 4898059" data-attributes="member: 2673"><p>That's just a feature of 4e, its focused on making a fun tactical game, not create an interesting fight story-wise. Exalted's mechanics enforce this, though its multilayered and often not seen until you actually play.</p><p></p><p>First off, everyone has killer combos. Good guys and bad guys. Everyone also has killer defenses. These are paid for in 'motes', the magic currency of the game. Generally in a fight characters throw attacks at each other, deflecting each others blows until they start to run out of motes.</p><p></p><p>Now enter the stunting rules. If you describe what you do in a cool way, you get to roll extra dice. You also (and this is more important) get motes back. So when everyone is low on motes, they start stunting their asses off, doing more and more cool things until finally they can pull off one of their killer moves while the enemy is defenseless.</p><p></p><p>boom, boom, BOOM</p><p></p><p>I suppose you could find a way to enforce this in 4e as well. Maybe a shot clock or something, where the DC for your daily goes up for each Encounter power that you've used, encouraging players to use them as killing blows rather than openers.</p><p></p><p>Another way would require them to be redesigned, but model them after the stake in the heart move in Buffy. The attack does normal damage, but if 5x damage would kill them, they die. Otherwise they just take normal damage. Makes you want to ensure you soften the enemy up before going for the kill.</p></blockquote><p></p>
[QUOTE="maddman75, post: 4898059, member: 2673"] That's just a feature of 4e, its focused on making a fun tactical game, not create an interesting fight story-wise. Exalted's mechanics enforce this, though its multilayered and often not seen until you actually play. First off, everyone has killer combos. Good guys and bad guys. Everyone also has killer defenses. These are paid for in 'motes', the magic currency of the game. Generally in a fight characters throw attacks at each other, deflecting each others blows until they start to run out of motes. Now enter the stunting rules. If you describe what you do in a cool way, you get to roll extra dice. You also (and this is more important) get motes back. So when everyone is low on motes, they start stunting their asses off, doing more and more cool things until finally they can pull off one of their killer moves while the enemy is defenseless. boom, boom, BOOM I suppose you could find a way to enforce this in 4e as well. Maybe a shot clock or something, where the DC for your daily goes up for each Encounter power that you've used, encouraging players to use them as killing blows rather than openers. Another way would require them to be redesigned, but model them after the stake in the heart move in Buffy. The attack does normal damage, but if 5x damage would kill them, they die. Otherwise they just take normal damage. Makes you want to ensure you soften the enemy up before going for the kill. [/QUOTE]
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