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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The problem I've having with 4e.
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<blockquote data-quote="SaffroN" data-source="post: 4100435" data-attributes="member: 60870"><p>The gaps in the description leave room for imagination. I could write a ten page essay describing my bedroom door. I could tell you every facet of every detail. The sound it makes when it opens fast. The sound it makes when it opens slow... Or alternatively i could tell you its white, and leave you to fill in the gaps...</p><p></p><p>Every person will have their own answers to these questions that you ask. You can see this happening with all the different responses your getting. The gap has been left for a reason. However, you did ask. So this is how i see things in my minds eye.</p><p></p><p></p><p><strong>Healing Surges:</strong> They don't even apply. Just because your character has regained HP doesn't mean that the cuts and bruises disappear. Until your character is on the ground, Don't even worry about the ups and the downs. Just keep adding cuts and bruises and don't take em' away. My characters don't even get seriously damaged until they are on the ground, and even then it only was a fatal blow if they don't get up.</p><p></p><p><strong>resting:</strong> Given my explanation above... You can see how a 6 hour rest would put the players back to health. A few bandages, maybe not even that, and your away again. No problems.</p><p></p><p><strong>Per Encounter Powers:</strong>It depends on the power. I dont use one explnation for all powers. I often choose one of these or make one up:</p><p><strong>Opportunity:</strong> In the case of most powers, i see it as a Opportunity. A opponent fumbles in combat allowing you to whack em' in the face with your warhammer and move on to Thump someone else (passing attack). In general, its a lot like the explanation for a critical hit. </p><p><strong>Strenuous Activity:</strong> This is for all powers like Force Orb and Witch fire. Powers like this where the attack is generally a spell I see it as a Strenuous Activity that requires luck and hard work to pull off. The Character Requires all is concentration and pushes himself to the limit in order to get this thing off. The power is so difficult in fact that the player was lucky he even managed to get it to work. In the case of the Wizard I don't actually see it as a memory thing, to me thats a lame excuse... They don't just forget that spell after they cast it. In my mind they took a lot of effort to get that spell to work, and to cast another and get it to work... just to difficult, nearing impossible. This also explains Leveling well, as they get better at casting the spell it becomes easier to do so cast again and again without as much drain. </p><p><strong>Luck:</strong> For things like Second Chance I see it as a luck thing. A fatal swing that could have knocked off the halflings head just misses because the halfling ducked *just* in time.</p><p></p><p><strong>Per Day Powers:</strong> I just see these as an extension of Encounter powers. They are much more difficult and almost experimental and require even more luck. I spent so long explaining the last one. Anyone ask if you want further explanation</p><p></p><p><strong>As for the rings:</strong> i just see it as the character not knowing how to get it to work, as if they don't have the knowledge or the required. <strong>"But then why do other items like shoes work?"</strong> Well, I see that as an innate thing. All the player needs to know is how to wear shoes, the shoes do the rest. The rings need to be activated and controlled, They require skill.</p><p></p><p>This is just how i see it. You could see it your own way. Its just fluff.</p></blockquote><p></p>
[QUOTE="SaffroN, post: 4100435, member: 60870"] The gaps in the description leave room for imagination. I could write a ten page essay describing my bedroom door. I could tell you every facet of every detail. The sound it makes when it opens fast. The sound it makes when it opens slow... Or alternatively i could tell you its white, and leave you to fill in the gaps... Every person will have their own answers to these questions that you ask. You can see this happening with all the different responses your getting. The gap has been left for a reason. However, you did ask. So this is how i see things in my minds eye. [B]Healing Surges:[/B] They don't even apply. Just because your character has regained HP doesn't mean that the cuts and bruises disappear. Until your character is on the ground, Don't even worry about the ups and the downs. Just keep adding cuts and bruises and don't take em' away. My characters don't even get seriously damaged until they are on the ground, and even then it only was a fatal blow if they don't get up. [B]resting:[/B] Given my explanation above... You can see how a 6 hour rest would put the players back to health. A few bandages, maybe not even that, and your away again. No problems. [B]Per Encounter Powers:[/B]It depends on the power. I dont use one explnation for all powers. I often choose one of these or make one up: [B]Opportunity:[/B] In the case of most powers, i see it as a Opportunity. A opponent fumbles in combat allowing you to whack em' in the face with your warhammer and move on to Thump someone else (passing attack). In general, its a lot like the explanation for a critical hit. [B]Strenuous Activity:[/B] This is for all powers like Force Orb and Witch fire. Powers like this where the attack is generally a spell I see it as a Strenuous Activity that requires luck and hard work to pull off. The Character Requires all is concentration and pushes himself to the limit in order to get this thing off. The power is so difficult in fact that the player was lucky he even managed to get it to work. In the case of the Wizard I don't actually see it as a memory thing, to me thats a lame excuse... They don't just forget that spell after they cast it. In my mind they took a lot of effort to get that spell to work, and to cast another and get it to work... just to difficult, nearing impossible. This also explains Leveling well, as they get better at casting the spell it becomes easier to do so cast again and again without as much drain. [B]Luck:[/B] For things like Second Chance I see it as a luck thing. A fatal swing that could have knocked off the halflings head just misses because the halfling ducked *just* in time. [B]Per Day Powers:[/B] I just see these as an extension of Encounter powers. They are much more difficult and almost experimental and require even more luck. I spent so long explaining the last one. Anyone ask if you want further explanation [B]As for the rings:[/B] i just see it as the character not knowing how to get it to work, as if they don't have the knowledge or the required. [B]"But then why do other items like shoes work?"[/B] Well, I see that as an innate thing. All the player needs to know is how to wear shoes, the shoes do the rest. The rings need to be activated and controlled, They require skill. This is just how i see it. You could see it your own way. Its just fluff. [/QUOTE]
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