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When status effects annoy the players
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 5158152" data-attributes="member: 6584"><p>Here's my 2 cents on a really slow day at work! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Some statuses are really annoying, some combined statuses are as bad. A limited and by no means inclusive list is:</p><p></p><p><em>Dominated</em></p><p><em>Stunned</em></p><p><em>Dazed, pushed and prone.</em></p><p><em>Dazed and Pushed/Slid down a deep pit. </em></p><p><em>Pushed down a really big pit.</em></p><p><em>Etc</em></p><p></p><p>And it goes on!</p><p></p><p>The common factor is they remove your ability to interact with the game in a meaningful way. Either remove your choices or reduce your options to a list with one item on it.</p><p></p><p>It's not an argument for removing them - they definitely have their place. They can be fun and it's good to have nasty effects in the game. Scary monsters are important!</p><p></p><p>IMO, where it gets bad is when one player keeps eating these attacks round after round and end up spending a whole long fight (which can be 2+ hours) doing nothing. Think that's when some people will complain. At least it is in the games I've run. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> Less said about that the better!</p><p></p><p>This is paricularly exacerbated in a big fight where the turns take ages to come around.</p><p></p><p>Mix that with a bad day at work or some external stresses and that's the sort of situation where the toys come flying out of the pram. Both 4e toy/pram ejection scenarios I have seen come from just such a combination of circumstances. (one from me when playing, one from one of my players)</p><p></p><p>There is a strong argument for PCs prepping to remove them - and they often do, but there's limits on this. There's only so many saving throws even a well prepared group can generate. And if it's 'until end of next turn' then you're clean out of luck. </p><p></p><p>Other statuses are mostly a bit more amusing IMO. Blinded leads to some flailing (although can be a bit much sometimes!), slow and imobilise punish the fool who melees but doesn't buy a ranged weapon, knocked prone rewards cheesy 'stand up as a minor action' boots/charging PCs, marking is my fave - puts the boot on the other foot and makes PCs react to monsters for a change.</p><p></p><p>My answer has been to avoid overusing the 'bad statuses' and I'm especially leery of critters that have them as at wills or recharge powers. Particularly in groups. I tend to avoid 'chain hitting' someone with these powers if possible.</p><p></p><p></p><p></p><p>On a side note:</p><p>The <em>Unable to use encounter/daily powers.</em> status just plain smells of dead ferret. But it's really quite funny sometimes.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 5158152, member: 6584"] Here's my 2 cents on a really slow day at work! :) Some statuses are really annoying, some combined statuses are as bad. A limited and by no means inclusive list is: [I]Dominated Stunned Dazed, pushed and prone. Dazed and Pushed/Slid down a deep pit. Pushed down a really big pit. Etc[/I] And it goes on! The common factor is they remove your ability to interact with the game in a meaningful way. Either remove your choices or reduce your options to a list with one item on it. It's not an argument for removing them - they definitely have their place. They can be fun and it's good to have nasty effects in the game. Scary monsters are important! IMO, where it gets bad is when one player keeps eating these attacks round after round and end up spending a whole long fight (which can be 2+ hours) doing nothing. Think that's when some people will complain. At least it is in the games I've run. :erm: Less said about that the better! This is paricularly exacerbated in a big fight where the turns take ages to come around. Mix that with a bad day at work or some external stresses and that's the sort of situation where the toys come flying out of the pram. Both 4e toy/pram ejection scenarios I have seen come from just such a combination of circumstances. (one from me when playing, one from one of my players) There is a strong argument for PCs prepping to remove them - and they often do, but there's limits on this. There's only so many saving throws even a well prepared group can generate. And if it's 'until end of next turn' then you're clean out of luck. Other statuses are mostly a bit more amusing IMO. Blinded leads to some flailing (although can be a bit much sometimes!), slow and imobilise punish the fool who melees but doesn't buy a ranged weapon, knocked prone rewards cheesy 'stand up as a minor action' boots/charging PCs, marking is my fave - puts the boot on the other foot and makes PCs react to monsters for a change. My answer has been to avoid overusing the 'bad statuses' and I'm especially leery of critters that have them as at wills or recharge powers. Particularly in groups. I tend to avoid 'chain hitting' someone with these powers if possible. On a side note: The [I]Unable to use encounter/daily powers.[/I] status just plain smells of dead ferret. But it's really quite funny sometimes. [/QUOTE]
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