The Power System, Combat, and the Rest of the Game

That so many powers are just variations on the same routine is what makes their alleged "coolness" obscure to me. As well, most of the design is to the end of reducing the significance of choices. It comes so close to ensuring that it really does not matter what players do while "along for the ride" that I suspect that would be the designers' ideal -- if only they could figure out how to foist that off as "offering more options".

I'm a little confused. Can you give an example of a particular choice that was more significant in previous editions than it was in 3e or 4e?
 

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PAGE 42 displays vividly the philosophy that came to the fore in 3E and thoroughly permeates 4E. It's all about enforcing the abstract mathematics of the design, the Wonderland logic of an amorphously "level appropriate" world. It is utterly useless for assessing phenomena in other terms.

What if you give different things in the game world different levels?
 

Instead of a general rule for "shield bashes", we get the Tide of Iron power. If someone without the power (or some other of similar effect) tried the tactic, then the DM could reverse-engineer a general rule ... but that would involve the sort of assessment of what the advantage of having the power ought to be that the designers ought to have done. Presumably, they in fact did it -- but chose the obscurity of "exceptions" to rules not stated in the first place.

There is, in fact, a general rule for shield bashes. If used as a weapon, a shield would be an improvised weapon, whose stats are listed in the weapons chart. Presumably a shield bash would be a basic attack with the shield as an improvised weapon.
 

I agree with your premise, but I might add that it's not what anyone should expect in real life either. Trip spam builds aren't going to work in real life the way they do in 3e. Not against anyone remotely competent, anyway.

For example, to lean on the ridonkulous trip monkey of 3e a little more.... a once-per-encounter trip effect is WAY more realistic than spamming it effectively, in that your opponent will pick up quickly that you are a one-trick pony and prevent you from using it as well FAST. If you want to be a trip monkey in real life, you would have to learn multiple techniques to put someone on the floor (read: learn additional powers that give a knock-down effect)..[/quote]

Watch Coung Le in action. Leg Scissor take downs and body slams. His opponent's know they are coming and, yet, he makes it look so easy. It's kind of like watching Bill "Superfoot" Wallace and his use of a few basic kicking techniques (he had no use of one arm), but his speed and precision of placement.

Of course, these are tournament fighters and the tournaments have rules and lack weapons. And, like you point out, they do have some other techniques in their arsenal.

My issue with per encounter is that the character cannot "attempt" the action again. No chance of feinting or otherwise setting the foe up or having them making a mistake that opens them up to another attempt that might succeed. Worse, you can't even use it when engaging another foe later in the same fight.
 

What if you give different things in the game world different levels?
On what basis? That is the question, and 4E as a general rule and guiding philosophy offers an answer that has everything to do with an abstract game.

There is, in fact, a general rule for shield bashes. If used as a weapon, a shield would be an improvised weapon, whose stats are listed in the weapons chart. Presumably a shield bash would be a basic attack with the shield as an improvised weapon.
A "bull rush" action would be more to the point -- but what difference does a shield make?
 

Alex319;4783305,

Alex, I think you hit the nail on the head (or close). Well, for me anyway.

My preference iin pre-3e is for how 2e AD&Ds Complete Fighter's Handbook and PO: Combat and Tactics handled such things. I just want the player to say, I attempt [x] rather than have a power list in front of them and feel limited by per encounter/daily. I suppose it is also why, as a DM and player, I prefer the on the fly maneuver system in Book of Iron Might (Malhavoc) to the per encounter systems found in both Tome of Battle: Book of 9 Swords and 4e.
 
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I'm a little confused. Can you give an example of a particular choice that was more significant in previous editions than it was in 3e or 4e?
Such a distinction was NOT my point! I specifically addressed 4E (not 3E), and rather obviously the mass of 4E rules -- the subject my observation concerned -- was not a feature of previous editions.
 

I see. I thought you were referring to both 3e and 4e because you mentioned "a philosophy that came to the fore in 3e and dominates 4e."

But you did state, in reference to the 4e power system, that "most of the design is to the end of reducing the significance of choices." I was trying to understand why you thought powers reduced the significance of choices. So what is an example of a choice that was less significant in 4e than in 3e? Or am I still misunderstanding the point about "choices"?
 

Most of the design of the game as a whole is to the end of reducing the significance of choices. Again, my concern was with THE CHOICES IN 4E.

EDIT: Replacing the word "reducing" with "minimizing" or (better?) "limiting" may clarify.
 
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