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Trip is an Encounter Power now
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<blockquote data-quote="Moochava" data-source="post: 4093880" data-attributes="member: 39691"><p>No, it's because "fight commoners with cats" isn't interesting enough to occupy my time. Maybe one day I'll have a sixteen-event cat-vs-commoner elimination tourney in one of my games and OH NO the verisimilitude will be destroyed because the cats do better than the commoners, but I doubt it.</p><p></p><p></p><p></p><p>Would you like to point to the page in the 4E PHB where it say that characters can't do this? Because my copy of 4E is in the other room and I really don't want to stand up to get it.</p><p></p><p></p><p></p><p>Please don't burden Mr. Midget with your strawmen. My point is that the per-encounter powers in 4E are no more "poor" than the hit point mechanics in 3E. I'm fine with both.</p><p></p><p></p><p></p><p>Previous attempts on this thread to "limit the problem" with various mechanical contrivances have been shot full of holes; I won't repeat them here.</p><p></p><p></p><p></p><p>So, just because something is poorly done for casters...</p><p></p><p></p><p></p><p>Hit points are not a tool for understanding the universe. They're a tool for 1) providing mechanical drama and 2) providing plot-immunity. Their interaction with the universe is tertiary at best, and always involves some hand-waving.</p><p></p><p>Now, you obviously really hate hit points since your objections to per-encounter powers apply to hit points as well, but I'm happy to use them because they make my game run smoother. If you're so opposed to hit points, may I recommend Greg Stolze's excellent <em>Reign</em>, which does not have clumsy mechanics like hit points that cause the unexplained narrative editing that you so strongly dislike?</p><p></p><p></p><p></p><p>Cast <em>enlarge person</em>; trip incoming targets; trigger attacks of opportunity all around; step back; when enemies close, trip incoming targets; trigger...</p><p></p><p>It got silly. And the thing is, there are ways for the DM to work around it, but as Bagpuss points out, "working around the problem" means, basically, the DM taking full control of how effective the chain-tripper will be in any given combat. The solution is as unsubtle as an antimagic field or are room where you can't teleport due to "magical radiation." I don't like builds whose only defense is a brute-force annulling of their effectiveness.</p></blockquote><p></p>
[QUOTE="Moochava, post: 4093880, member: 39691"] No, it's because "fight commoners with cats" isn't interesting enough to occupy my time. Maybe one day I'll have a sixteen-event cat-vs-commoner elimination tourney in one of my games and OH NO the verisimilitude will be destroyed because the cats do better than the commoners, but I doubt it. Would you like to point to the page in the 4E PHB where it say that characters can't do this? Because my copy of 4E is in the other room and I really don't want to stand up to get it. Please don't burden Mr. Midget with your strawmen. My point is that the per-encounter powers in 4E are no more "poor" than the hit point mechanics in 3E. I'm fine with both. Previous attempts on this thread to "limit the problem" with various mechanical contrivances have been shot full of holes; I won't repeat them here. So, just because something is poorly done for casters... Hit points are not a tool for understanding the universe. They're a tool for 1) providing mechanical drama and 2) providing plot-immunity. Their interaction with the universe is tertiary at best, and always involves some hand-waving. Now, you obviously really hate hit points since your objections to per-encounter powers apply to hit points as well, but I'm happy to use them because they make my game run smoother. If you're so opposed to hit points, may I recommend Greg Stolze's excellent [i]Reign[/i], which does not have clumsy mechanics like hit points that cause the unexplained narrative editing that you so strongly dislike? Cast [i]enlarge person[/i]; trip incoming targets; trigger attacks of opportunity all around; step back; when enemies close, trip incoming targets; trigger... It got silly. And the thing is, there are ways for the DM to work around it, but as Bagpuss points out, "working around the problem" means, basically, the DM taking full control of how effective the chain-tripper will be in any given combat. The solution is as unsubtle as an antimagic field or are room where you can't teleport due to "magical radiation." I don't like builds whose only defense is a brute-force annulling of their effectiveness. [/QUOTE]
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