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<blockquote data-quote="Tony Vargas" data-source="post: 7262835" data-attributes="member: 996"><p>Obviously, you could, as the DM, remove a power or change it's keywords if you found it didn't fit your campaign, and, as a player, you could always change fluff to fit your character concept, or simply not choose a power that didn't fit it. </p><p></p><p>But, the 4e fighter & it's powers were explicitly not magical, nor supernatural, though sometimes super-human. Just as the Monk's ki, in 5e, is explicitly magical, even though it's used to some do things that aren't necessarily superntural (many Open-Hand uses) as well as things that clearly are (by the other two 'Ways').</p><p></p><p> Nod. It's the kind of thing that happens in the action genre all the time. The minions are no match for the hero, but they come at him one-at-a-time to be cut down, anyway. Why didn't they attack him all at once and beat him down in 2 seconds flat, or keep their distance and pepper him with missile fire? Because that'd be a sucky action scene.</p><p></p><p> You meet it's gaze, they're like dogs that way, it's a challenge.</p><p></p><p>Really, the dumber the monster, the more predictable and easy it's going to be to manipulate tactically. A golem or ooze, for instance, C&GI and other 'trick'-based maneuvers should 'realistically' be at-will vs things like that.</p><p></p><p>No, there's nothing supernatural, or even terribly unrealistic, about goading, tricking, or maneuvering enemies into a tactical mistake (and not being able to do so constantly, for that matter) - nor, on the other extreme, is there anything supernatural, about a player pushing a genre-conformance button to 'make' enemies do something (another, willfully 'dissociative' way of imagining C&GI as non-supernatural, if it works for you).</p><p></p><p>But, ultimately, it was up to the player to choose and describe his powers in ways that fit his character concept, including any personal bars he had for realism or fantasy tropes. </p><p></p><p>In 5e, the magical/superntural status of various class abilities is mostly explicit, and it's up to the DM to change them, if he likes.</p><p></p><p> Every fighter heals itself instantly with Second Wind, or suddenly doubles his speed with Action Surge, each - separately - only once/rest. CS dice are similarly guilty. It's no different in nature, just fewer in number - and thus not so nearly-balanced with the supernatural powers of other classes.</p><p></p><p></p><p>Adding options, especially in one-off supplements not necessarily meant to be combined with other one-off supplements can address both issues: it can add options for types of characters and campaigns the game doesn't handle well, as it is - /and/ when applied by itself, such a supplement can make the game more focused and defined.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7262835, member: 996"] Obviously, you could, as the DM, remove a power or change it's keywords if you found it didn't fit your campaign, and, as a player, you could always change fluff to fit your character concept, or simply not choose a power that didn't fit it. But, the 4e fighter & it's powers were explicitly not magical, nor supernatural, though sometimes super-human. Just as the Monk's ki, in 5e, is explicitly magical, even though it's used to some do things that aren't necessarily superntural (many Open-Hand uses) as well as things that clearly are (by the other two 'Ways'). Nod. It's the kind of thing that happens in the action genre all the time. The minions are no match for the hero, but they come at him one-at-a-time to be cut down, anyway. Why didn't they attack him all at once and beat him down in 2 seconds flat, or keep their distance and pepper him with missile fire? Because that'd be a sucky action scene. You meet it's gaze, they're like dogs that way, it's a challenge. Really, the dumber the monster, the more predictable and easy it's going to be to manipulate tactically. A golem or ooze, for instance, C&GI and other 'trick'-based maneuvers should 'realistically' be at-will vs things like that. No, there's nothing supernatural, or even terribly unrealistic, about goading, tricking, or maneuvering enemies into a tactical mistake (and not being able to do so constantly, for that matter) - nor, on the other extreme, is there anything supernatural, about a player pushing a genre-conformance button to 'make' enemies do something (another, willfully 'dissociative' way of imagining C&GI as non-supernatural, if it works for you). But, ultimately, it was up to the player to choose and describe his powers in ways that fit his character concept, including any personal bars he had for realism or fantasy tropes. In 5e, the magical/superntural status of various class abilities is mostly explicit, and it's up to the DM to change them, if he likes. Every fighter heals itself instantly with Second Wind, or suddenly doubles his speed with Action Surge, each - separately - only once/rest. CS dice are similarly guilty. It's no different in nature, just fewer in number - and thus not so nearly-balanced with the supernatural powers of other classes. Adding options, especially in one-off supplements not necessarily meant to be combined with other one-off supplements can address both issues: it can add options for types of characters and campaigns the game doesn't handle well, as it is - /and/ when applied by itself, such a supplement can make the game more focused and defined. [/QUOTE]
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