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When status effects annoy the players
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<blockquote data-quote="Nifft" data-source="post: 5157350" data-attributes="member: 6562"><p>This could be viewed as a good thing, if the added involvement outweighed the added frustration. In other words, keeping all the players engaged in the game seems like a fine result for the group -- as long as it's not bought too dearly.</p><p></p><p> "Confused" is a bad idea. If there's anything worse than "YOU GET NO ACTION", it can only be "I TELL YOU YOUR ACTION".</p><p></p><p>Extra damage is also a bad idea, because it results in the "dead" condition.</p><p></p><p>Basically, you want the enemy's attacks to hurt. You want the PCs to dislike being hit. But you also generally want the PCs to not die, and to win after some kind of struggle. Status conditions give them a "little death*" -- which induces stress, and reduces choices, and is none the less <strong>much</strong> better than actually being dead.</p><p></p><p> 4e's saving throw to remove a condition is already in the player's hands.</p><p></p><p>Also, Interrupt powers can put a lot of this power in the hands of the players. You don't get to use them all the time, and you may want to pick different powers, but they are there, and if you want to say "no" to the DM's attacks, you can have that option.</p><p></p><p> No, allowing a resource to be rapidly consumed for a combat benefit = "going nova". If you move in this direction, expect the 15-minute workday that 4e was basically designed to not have.</p><p></p><p>Cheers, -- N</p><p></p><p>*) ... but hopefully not in any way that requires a change of pants.</p></blockquote><p></p>
[QUOTE="Nifft, post: 5157350, member: 6562"] This could be viewed as a good thing, if the added involvement outweighed the added frustration. In other words, keeping all the players engaged in the game seems like a fine result for the group -- as long as it's not bought too dearly. "Confused" is a bad idea. If there's anything worse than "YOU GET NO ACTION", it can only be "I TELL YOU YOUR ACTION". Extra damage is also a bad idea, because it results in the "dead" condition. Basically, you want the enemy's attacks to hurt. You want the PCs to dislike being hit. But you also generally want the PCs to not die, and to win after some kind of struggle. Status conditions give them a "little death*" -- which induces stress, and reduces choices, and is none the less [b]much[/b] better than actually being dead. 4e's saving throw to remove a condition is already in the player's hands. Also, Interrupt powers can put a lot of this power in the hands of the players. You don't get to use them all the time, and you may want to pick different powers, but they are there, and if you want to say "no" to the DM's attacks, you can have that option. No, allowing a resource to be rapidly consumed for a combat benefit = "going nova". If you move in this direction, expect the 15-minute workday that 4e was basically designed to not have. Cheers, -- N *) [size=0]... but hopefully not in any way that requires a change of pants.[/size] [/QUOTE]
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When status effects annoy the players
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