Triple fail. No true archer would run out of arrows.Scarbonac said:
Double fail; He's obviously a heavily-armored archer who has a back-up weapon and a shield for when he runs out of arrows.
Triple fail. No true archer would run out of arrows.Scarbonac said:
Double fail; He's obviously a heavily-armored archer who has a back-up weapon and a shield for when he runs out of arrows.
I disagree here. I find it very awkward that a Paladin can say "My god allows me to smite evil only twice a day!" or a Cleric saying "My god grants me only 3 Flame Strikes per day".Toras said:Voadam is quite correct. I think it becomes as much a logical issue as it is an "Uncanny Valley" scenario. If you are to think about the various power sources, it is only really martial that we have a proper frame of reference for in our world.
For Spell Points, Dodge, Parry, Block and no martial dailies I suggest HARP or Rolemaster (both published by ICE).Toras said:To construct a spell requires energy, and your god will grant you all the power he/she feels that you are worthy of/or can handle. If you use that to prepare Flamestrikes that is left to your wisdom.
Admitted I would have preferred spell points, but I think that is straying from topic.
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I as a player can understand the balance issues, but while the others have at least some semi-reasonable argument for running out of ...energy of a type, martial seems like the one that stretches things beyond the wierd into the absurd. And I play roleplaying games to be immersive, why is my fighter the only one who breaks the fourth wall for his powers?
Why didn't they just have a number of conditional powers for martial? If you are attacked, you can Dodge, Parry, or Block...That sort of thing I know they wanted to go universal on the mechanics, but sometimes you just can't.
It is not absurd, it is just a matter of the degree of details.Toras said:But to say that they are circumstancial while leaving out both the circumnstances and the repeatability is absurd.
But the explanation has been given. Repeatedly. It's a mechancial device for facilitating the narrative. You yourself say that you can see the gameplay logic.Toras said:Suggesting another system when five minutes and a decent explanation would have handled it does not help. (Besides, save for a few of the similationist touches I loath both Harp and Rolemaster, too many bloody tables thank you muchly). I was describing more the 3.5 psion, but again that's not here or there.
Then you get a fatigue point system. That presumably has to interact with the hit point system (which seems linked to fatigue). And the movement mechanics. Rolemaster Companions are chock-full of this sort of thing, but they don't always make for a better game.Toras said:If the Dailies were simply something that put significant stress on either me or my weapon I suppose I could deal with that. I really think that martial Encounter/Dailies should be interchangable though given the logic behind them. (aka if they are a matter of fatigue or accumulated stress to weapon or body).
Why? Many RPGs have Fate Points, which empower a player to declare that circumstances favour his or her character (OGL Conan is one example in the d20 line of games). These mechanics typically leave it up to the player to specify what exactly the relevant circumstances are. And by being a finite resource they put a limit on repeatability. But they are not absurd. Their metagame purpose is obvious.Toras said:But to say that they are circumstancial while leaving out both the circumnstances and the repeatability is absurd.
At least in my experience the combo-system does not produce immersion. It produces statistics-heavy character building and optimisation of action resolution, in order to ensure that the combo works. This can be a fun way to play an RPG - but not terribly immersive, in my experience.Mustrum_Ridcully said:I think one could try to move backwards along this line of abstractions and try to create a token-system for powers, and finally also a combo-system for them. But the highest playability value is probably still the last one, while the highest "immersion" value is the combo-system.
I wouldn't be surprised if Mike Mearls thought similar after Iron Heroes and talking the initial 4E designs...pemerton said:The token system has its own drawbacks. It is fiddly, and (unlike a spell point system) the tokens don't particularly correspond to anything in the gameworld - they are a host of itty-bitty Fate Points. Once one goes to a token system, I can see the attraction of going all the way to per-day/per-encounter.
Toras said:If the manuevers were simply grouped and you could only do a certain number of the more difficult ones before you got to tired to do them that would be one thing. But 4th ed, in the effort to make fighters nifty and keen have robbed from it one of the truly grand things about a fighter. The fighter is scary no matter where and when he is, as is the rogue.