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<blockquote data-quote="Danzauker" data-source="post: 4488629" data-attributes="member: 1929"><p>That's why I usually like so follow your second ipothesis.</p><p></p><p>The way I see it, the powers give you GAME EFFECTS, while they are left vague enough for players and DMs to make up their STORY EXPLANATIONS (the fluff in the power description is just one of the countless explanations).</p><p></p><p>I'll give you one more example:</p><p></p><p> - when a monster's HP go to zero, it's dead. You pick it's mini and put it away. That's a GAME EFFECT.</p><p></p><p>If the monster is an humanoid? Usually the DM says something like "You stab the orc right through it's chest, and it falls on the floor in a pool of blood. We all seen it.</p><p></p><p>But what if the monster's a stone golem? Well you could describe it this way: "The last blow hits a crack you opened before and the monster crumbles in a pile of rubble.</p><p></p><p>If it's a ghost? Maybe something like: "The ghost wails as if in pain while it dissolves, cursing you with it's burning eyes".</p><p></p><p>Same net game effects, three different story explanations. Please note that I stayed "edition neuter". You could do this in every D&D edition. Actually, we all DID this, I think.</p><p></p><p>So, I see no problem in trying to find the best story explanation for a power's game effect on a one-by-one basis. The power just tells you that you have to move some minis around. How and why, it's in your imagination. Sometimes can be a taunt, sometimes a feint, sometimes you can just "reality shift" and just state that this is the "correct" mini position, where the opponent ended thanks to your tactics (it's the rationale I usually use for Warlord powers).</p><p></p><p>This is the real difference between videogames and D&D. In videogames, if you perform the same "combo", you usually get the same animation. In D&D, for the same game effect, you have only your imagination to bind you.</p></blockquote><p></p>
[QUOTE="Danzauker, post: 4488629, member: 1929"] That's why I usually like so follow your second ipothesis. The way I see it, the powers give you GAME EFFECTS, while they are left vague enough for players and DMs to make up their STORY EXPLANATIONS (the fluff in the power description is just one of the countless explanations). I'll give you one more example: - when a monster's HP go to zero, it's dead. You pick it's mini and put it away. That's a GAME EFFECT. If the monster is an humanoid? Usually the DM says something like "You stab the orc right through it's chest, and it falls on the floor in a pool of blood. We all seen it. But what if the monster's a stone golem? Well you could describe it this way: "The last blow hits a crack you opened before and the monster crumbles in a pile of rubble. If it's a ghost? Maybe something like: "The ghost wails as if in pain while it dissolves, cursing you with it's burning eyes". Same net game effects, three different story explanations. Please note that I stayed "edition neuter". You could do this in every D&D edition. Actually, we all DID this, I think. So, I see no problem in trying to find the best story explanation for a power's game effect on a one-by-one basis. The power just tells you that you have to move some minis around. How and why, it's in your imagination. Sometimes can be a taunt, sometimes a feint, sometimes you can just "reality shift" and just state that this is the "correct" mini position, where the opponent ended thanks to your tactics (it's the rationale I usually use for Warlord powers). This is the real difference between videogames and D&D. In videogames, if you perform the same "combo", you usually get the same animation. In D&D, for the same game effect, you have only your imagination to bind you. [/QUOTE]
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