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What I absolutely love about 4th edition thus far
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4225707" data-attributes="member: 710"><p>Another approach was the 3.x was (and I think 3E was and is not the only game to do this). </p><p>Stuff like the Warlords power anyone can try. </p><p></p><p>3E: Trip provokes attack of opportunity and allows counter-trip. Special power allows follow up attack and negates AoO.</p><p>4E: Trips is an encounter power, deals regular (or even more) damage. </p><p></p><p>4E: Warlord Power allows charge for everyone if Warlord uses power, once per encounter.</p><p>3E: "Group Charge" maneuver allows group to charge with a -10 penalty to attack roll, and one character has to spend a fullround action to coordinate the group charge. Feat reduces the action to move action. </p><p></p><p>In 4E, since no one can even try it, and assuming "rules are the physics of the game world", no one can trip just like that. It requires special training and is nearly magical or superheroic.</p><p>In 3E, everyone can trip, it is just special move that is very dangerous and only safe to use with special training.</p><p></p><p>4E approach tries to make every attempt to use a special maneuver count, but you won't be able to rely only on this one maneuver (like a 3E Fighter might specialize in tripping and use one one of his attacks every round to trip a foe). </p><p></p><p>Off course, if you assume "storytelling" explanations for why only the Trip-Power user uses his power (and only once per encounter), or why only an experienced Warlord can pull off a group charge, they aren't superpowers. They are natural elements of the game world, but they are hard to do, and the situation must be right for this pull off...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4225707, member: 710"] Another approach was the 3.x was (and I think 3E was and is not the only game to do this). Stuff like the Warlords power anyone can try. 3E: Trip provokes attack of opportunity and allows counter-trip. Special power allows follow up attack and negates AoO. 4E: Trips is an encounter power, deals regular (or even more) damage. 4E: Warlord Power allows charge for everyone if Warlord uses power, once per encounter. 3E: "Group Charge" maneuver allows group to charge with a -10 penalty to attack roll, and one character has to spend a fullround action to coordinate the group charge. Feat reduces the action to move action. In 4E, since no one can even try it, and assuming "rules are the physics of the game world", no one can trip just like that. It requires special training and is nearly magical or superheroic. In 3E, everyone can trip, it is just special move that is very dangerous and only safe to use with special training. 4E approach tries to make every attempt to use a special maneuver count, but you won't be able to rely only on this one maneuver (like a 3E Fighter might specialize in tripping and use one one of his attacks every round to trip a foe). Off course, if you assume "storytelling" explanations for why only the Trip-Power user uses his power (and only once per encounter), or why only an experienced Warlord can pull off a group charge, they aren't superpowers. They are natural elements of the game world, but they are hard to do, and the situation must be right for this pull off... [/QUOTE]
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