Derren said:+ Healing surges/Second wind
+ Encounter powers
+ Feats
+ Destiny
FourthBear said:I'm particularly puzzled in how 3.0 "made this distinction" in skills. The granularity may have decreased, but the large majority of the skills in 3e are in 4e.
Derren said:+ Healing surges/Second wind
+ Encounter powers
+ Feats
+ Destiny
DylanCB said:You know, people seem to be complaining about superheroes, when all the designers did was make everyone else as cool as the wizard.
Oh yes, I think I remember the Footpaddin' example. Well, perhaps it will be in 4e. If it isn't, it sounds simple enough to do in any system that doesn't involve keywords in titles.Henry said:In the 3.0e Player's Handbook, there was a brief paragraph on how a player could alter their skill names a bit to represent the flavor of their character. The player of the monk Ember might write "Rice Paper Walk" on her sheet instead of "Move Silently"; the player of Lidda the Rogue might write "Footpaddin' " when referring to that skill. That's the example he was mentioning.
Destil said:if 4E doesn't mention that you can & should rename and re image your powers to fit the PC then The Rouse will have some `splanin` to do.
WotC Website said:A power’s flavor text helps you understand what happens when you use a power and how you might describe it when you use it. You can alter this description as you like, to fit your own idea of what your power looks like. Your wizard’s magic missile spell, for example, might create phantasmal skulls that howl through the air to strike your opponent, rather than simple bolts of magical energy.
Destil said:Not even that. I'd hope Aragorn's player has 'For Gondor' written on his sheet. 3.0 made this distinction in (of all places) skills... if 4E doesn't mention that you can & should rename and re image your powers to fit the PC then The Rouse will have some `splanin` to do.
PrecociousApprentice said:In a thread earlier this year we had quite an argument about this idea. I subscribe to the camp that says that the rules of the game are not the physics of the fantasy universe. In fantasy literature, characters are always doing things that are amazing, even if not physics defying for that world. In past editions, you could possibly pull these moves off, but only if you got lucky. 4e seems to have instilled enough narrativist elements in the system to make sure that the things that are happening all the time in the fantasy literature can happen all the time in the role playing game.
The fact that there is a game construct that explicitly codifies this does not mean that it interacts in any meaninful way with the characters' or worlds perception. It is like a computer program that plays a video. The code that is processed by the CPU is like the game mechanics, and the video that plays is like the physics of the world. The characters in the video know nothing of the code, and just go about their business like they are the same as every other character. The protagonist always win though. I like that. My character will now actually be a protagonist. Game mechanics =/= physics of the world