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Trip is an Encounter Power now
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<blockquote data-quote="Moochava" data-source="post: 4092372" data-attributes="member: 39691"><p>Hit points reflect precisely nothing that is in any way realistic. Any attempt to rationalize them as "realistic" involves so much hand-waving it's easier to say "We do this because it's fun, so deal with it." If "hit points are believable" is one of the foundations of your objection to 4E, you're...well, being able to say that is <em>impressive</em>, I'll give you that. Let me try:</p><p></p><p>Hit points are realistic.</p><p>Experience points accurately model learning.</p><p>The falling rules;fnsodfsdfhs </p><p></p><p>See, I can't do it. So good for you.</p><p></p><p>(Now I taste pennies.)</p><p></p><p></p><p></p><p>Do you have an alternative that's mechanically viable? If you do, please share it. I mean, I have a few, but all of them are more complicated and less believable than the one in place.</p><p></p><p>Here's one: <em>Every round, roll 1d6, or 2d6 if you don't take a standard action. Once you reach 10, you can perform a per-encounter action. Once it reaches 20, you can perform a per-day action.</em> It's kinda cute, and you could say the roll is for "tactical positioning," but it adds an extra roll and ZOMG LIMIT BREAK IT'S SO ANIME, so I think I'll stick with the system the pros cooked up for us.</p><p></p><p></p><p></p><p>Believability for maneuvers is now ad hoc, just like believability for hit points has been ad hoc since...1975 or so. If one doesn't bother you, the other shouldn't.</p><p></p><p></p><p></p><p>Just as believable as per-encounter maneuvers; that is, laughable if intended as realistic; useful is intended as a means to give players control of something that should be far more random. I'm glad to substitute realism for mechanical fun in D&D; when I want to do the opposite I play <em>Call of Cthulhu</em>.</p><p></p><p></p><p></p><p>If I were the sort of player that I've had to eject from campaigns before, I would sit on my thumbs and demand explanations for why a 50-foot tall can only kill my character <em>after</em> he fights the ogre, not <em>before</em>. I would of course be rude and missing the point, but clueless discourtesy hasn't stopped people before.</p><p></p><p>No doubt I will have at least one new player in 4E who will throw <em>precisely an analogous fit</em> when presented with per-encounter powers. He'll last about as long as the "Oh my God wizards are dumb they forget spells" guy from when I was fifteen.</p></blockquote><p></p>
[QUOTE="Moochava, post: 4092372, member: 39691"] Hit points reflect precisely nothing that is in any way realistic. Any attempt to rationalize them as "realistic" involves so much hand-waving it's easier to say "We do this because it's fun, so deal with it." If "hit points are believable" is one of the foundations of your objection to 4E, you're...well, being able to say that is [i]impressive[/i], I'll give you that. Let me try: Hit points are realistic. Experience points accurately model learning. The falling rules;fnsodfsdfhs See, I can't do it. So good for you. (Now I taste pennies.) Do you have an alternative that's mechanically viable? If you do, please share it. I mean, I have a few, but all of them are more complicated and less believable than the one in place. Here's one: [i]Every round, roll 1d6, or 2d6 if you don't take a standard action. Once you reach 10, you can perform a per-encounter action. Once it reaches 20, you can perform a per-day action.[/i] It's kinda cute, and you could say the roll is for "tactical positioning," but it adds an extra roll and ZOMG LIMIT BREAK IT'S SO ANIME, so I think I'll stick with the system the pros cooked up for us. Believability for maneuvers is now ad hoc, just like believability for hit points has been ad hoc since...1975 or so. If one doesn't bother you, the other shouldn't. Just as believable as per-encounter maneuvers; that is, laughable if intended as realistic; useful is intended as a means to give players control of something that should be far more random. I'm glad to substitute realism for mechanical fun in D&D; when I want to do the opposite I play [i]Call of Cthulhu[/i]. If I were the sort of player that I've had to eject from campaigns before, I would sit on my thumbs and demand explanations for why a 50-foot tall can only kill my character [i]after[/i] he fights the ogre, not [i]before[/i]. I would of course be rude and missing the point, but clueless discourtesy hasn't stopped people before. No doubt I will have at least one new player in 4E who will throw [i]precisely an analogous fit[/i] when presented with per-encounter powers. He'll last about as long as the "Oh my God wizards are dumb they forget spells" guy from when I was fifteen. [/QUOTE]
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