BryonD said:
But some people are going to find it ends up undermining the bigger picture.
I find that a key value in D&D is the ability to play in a rich alternate reality and face and overcome the threats that the world brings with it. If the threats are reimagined with the design basis of keeping the player active no matter what then the sense of reality is greatly wounded. I find it vastly more gratifying when the design basis is one of the monster is what it is and it is up to the players/characters to overcome the threats that the setting brings.
Except Mind flayers are a creation unique to D&D, so this essentially boils down to "because it was always like that". Seriously, in game the difference between "take penalties, open to sneak attack and can't act" of 3.x and "take penalties, open to sneak attack and can take fewer actions" of 4e just isn't enough to justify not changing if there's a good reason, which there is.
BryonD said:
When a player gets hit by a mind blast now, "bored" or "sit and suck" are pretty much far from their mind. (At least in the games I've been playing) To the contrary, that is exactly when the tension gets ramped up. Suddenly the rest of the party must adapt to not having whatever strength that character brings to the fight. And beyond that, they need to try to beat the mindflayer while saving the stunned character. And that player is generally very engaged in watching and advising as his character hangs in the balance.
If the player is the type who enjoys talking tactics and helping the other players, yes, absolutely, they still have things they can do, but the game is stil actively hindering them from helping and enjoying themselves, which to anyone who doesn't enjoy that, will bring them out.
And sure, other people are having fun, but would their fun be that much lessoned if stun gave large penalties, and still allowed people to take some actions?
BryonD said:
As a player, if I got to continue having actions and I knew that this is for purely gamist reasons, the contribution to victory that those actions contributed would seem completely hollow and therefore the ultimate victory (assuming) would be hollow as well.
Gamist? as in
more fun? yeah, damn those gamists. Look, this isn't about making fights easier, or "coddling" people, it's about making people
feel like they have options and control, even if they don't.
Nauseated is better than dazed or feared, because even if you can't actually doing anything with that move action, it still feels like you
might, you're still in control of what the character does, which makes the game more engaging and fun.
Not to mention you're being a complete grognard with the whole "I couldn't do this last edition, so anything I do with the ability is meaningless" hyperbole, as has been said before, if stun is the only way you think mind blast could possibly be portrayed justly, you should just keep on playing 3.x, the designers aren't going to keep any sacred cows around just for you nostaglia.
BryonD said:
And I'm not saying that there is no threat. But there is distinctly less threat. And less threat for reasons that are purely for gamism and wholely at the expense of immersion in a convincing independent reality.
Shenanigans. The threat is only slightly lessoned, it just
feels lessoned because you feel like you have more control, and the "independent reality" isn't touched at all, (to use comics terminology) it's a reboot, not a retcon, continuity doesn't apply, and there's no other reason to keep stun the way it is.
BryonD said:
I think this is another example of 4E giving up the very things that D&D does best. Tabletop will never be as good as online play when it comes to constant action, instant recovery play.
I see it as another example of 4e going in the right direction, removing the large swathes of time when only busybodies like myself actually derive any fun from the game itself, as opposed to just enjoying themselves by hanging around with thier friends.