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*TTRPGs General
"Stunting" with Powers
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4642628" data-attributes="member: 710"><p>And you know the dirty secret, Kamikaze Midget? Stunting with "powers" in 3E could also lead to imbalances. Of course, once you could cast spell, you were already unbalanced, but using one of the "clever exploits" with spells was very often broken, too. Now, using a Bigbys Clenched Fist to operate a lever was probably not broken, but the "clever spell uses" that some people like to cite typically took a low level spell and gave it more power then it had.</p><p></p><p>But - 4E is actually not that bad in that regard. The stunt rules tell the DM it's okay to use these stunts. You still won't break the game balance all too much. The damage effects listed are not based on stuff like "It would make sense that using a Pyrotechnics to create an avalanche would deal 10d6 points of damage inflicted by the falling earth and stones". It tells us at 1st level this might be worth something like 3d6+1 damage (I don't have the actual number). If you pick that damage value, your game is gonna be okay. You don't achieve an auto-win, you get a small advantage. You could get similar advantages if you ensure that you have Combat Advantage all the time, that you immobilized a melee foe and kept out of his reach for a round, or if your Leader had given you a +5 bonus to your attack with the encounter power so you had hit.</p><p></p><p>If the Fighter player finds a way to pull of a limited damage expression stunt every encounter and the Rogue player never figures this out, this is the same as a Fighter player finding ways to act tactically "smart" - using his Close Burst powers when he is surrounded, waiting for the Warlords Forious Smash to hit before using a daily or encounter power, while the Rogue player misses such tactical opportunities. </p><p></p><p>The best way to avoid "imbalances" here might be for the players to talk with each other and point opportunities out - both for basic tactics and stunts. </p><p></p><p>The real imbalance you create is that it gets easier against monsters. But so what? Better tactics also make you fare better against monsters. That's what we <em>want</em>.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4642628, member: 710"] And you know the dirty secret, Kamikaze Midget? Stunting with "powers" in 3E could also lead to imbalances. Of course, once you could cast spell, you were already unbalanced, but using one of the "clever exploits" with spells was very often broken, too. Now, using a Bigbys Clenched Fist to operate a lever was probably not broken, but the "clever spell uses" that some people like to cite typically took a low level spell and gave it more power then it had. But - 4E is actually not that bad in that regard. The stunt rules tell the DM it's okay to use these stunts. You still won't break the game balance all too much. The damage effects listed are not based on stuff like "It would make sense that using a Pyrotechnics to create an avalanche would deal 10d6 points of damage inflicted by the falling earth and stones". It tells us at 1st level this might be worth something like 3d6+1 damage (I don't have the actual number). If you pick that damage value, your game is gonna be okay. You don't achieve an auto-win, you get a small advantage. You could get similar advantages if you ensure that you have Combat Advantage all the time, that you immobilized a melee foe and kept out of his reach for a round, or if your Leader had given you a +5 bonus to your attack with the encounter power so you had hit. If the Fighter player finds a way to pull of a limited damage expression stunt every encounter and the Rogue player never figures this out, this is the same as a Fighter player finding ways to act tactically "smart" - using his Close Burst powers when he is surrounded, waiting for the Warlords Forious Smash to hit before using a daily or encounter power, while the Rogue player misses such tactical opportunities. The best way to avoid "imbalances" here might be for the players to talk with each other and point opportunities out - both for basic tactics and stunts. The real imbalance you create is that it gets easier against monsters. But so what? Better tactics also make you fare better against monsters. That's what we [I]want[/I]. [/QUOTE]
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