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Unearthed Arcana Fighter: Samurai, Sharpshooter, Arcane Archer & Knight
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7704895" data-attributes="member: 6802951"><p>Indeed. Just like the aforementioned help action for example.</p><p></p><p> Unless they are designed to change those specific parts of the target's mental state that deal with whether the target would be a little scared of the knight. Those spells do.</p><p> Then the target will stop freaking out and worrying about about the knight and restore their mental equilibrium. - Probably within the next . . . six seconds or so.</p><p></p><p> You can describe it however you wish that the DM allows: just like most other mechanical systems can be narratively portrayed.</p><p> And you can indeed find specific situations where a lot of D&D's mechanics break down if you push them hard enough.</p><p></p><p> Mechanics of fireball: as the spell description describes. Narrative of casting fireball? At DM's permission it can be anything that fits with the mechanics of the spell description.</p><p>Is that what you mean by "mechanics-first, narrative-later (if at all"?</p><p></p><p> As I recall, 4e had names and flavour text with pretty much every ability. If you want real independence of flavour from mechanics, you need to go back to earlier editions where reskinning mechanics to fit different concepts was much more prevalent.</p><p></p><p>OK. Perhaps more explanation is necessary. <em><strong>Which</strong></em> styles of play are not being considered?</p><p>You've got stuff for both melee and ranged. You've got spellcasters and non-spellcasters. You've got fine-out-of-the-box things and things that I'm sure the optimisers can have a field day with. You've got something for people who liked the 4e marking mechanic, and <em>everything else</em> for people who didn't.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7704895, member: 6802951"] Indeed. Just like the aforementioned help action for example. Unless they are designed to change those specific parts of the target's mental state that deal with whether the target would be a little scared of the knight. Those spells do. Then the target will stop freaking out and worrying about about the knight and restore their mental equilibrium. - Probably within the next . . . six seconds or so. You can describe it however you wish that the DM allows: just like most other mechanical systems can be narratively portrayed. And you can indeed find specific situations where a lot of D&D's mechanics break down if you push them hard enough. Mechanics of fireball: as the spell description describes. Narrative of casting fireball? At DM's permission it can be anything that fits with the mechanics of the spell description. Is that what you mean by "mechanics-first, narrative-later (if at all"? As I recall, 4e had names and flavour text with pretty much every ability. If you want real independence of flavour from mechanics, you need to go back to earlier editions where reskinning mechanics to fit different concepts was much more prevalent. OK. Perhaps more explanation is necessary. [i][b]Which[/b][/i] styles of play are not being considered? You've got stuff for both melee and ranged. You've got spellcasters and non-spellcasters. You've got fine-out-of-the-box things and things that I'm sure the optimisers can have a field day with. You've got something for people who liked the 4e marking mechanic, and [i]everything else[/i] for people who didn't. [/QUOTE]
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