ZombieRoboNinja
First Post
Either way, things like power attack and expertise model real life much better in my opinion anyway.
Well, sounds like you'll enjoy playing 5e with the "tactical narrative" module: Whoops! Browser Settings Incompatible
Either way, things like power attack and expertise model real life much better in my opinion anyway.
But isn't a maneuver just a different form of narrative control? Why is that then the one form of narrative control that violates your verisimilitude? I don't seen any difference at all between your two defined groups of abilities.
What? I was drawing a comparison to the mechanical difference between a "weak attack" versus a "strong attack". In Street Fighter, that means the difference between a jab and a right hook, or between a karate chop and a drop-kick. I didn't even make reference to anything fantastical!"That's exactly what I'm talking about" is in reference to your desire to closely model a highly fantastical form of combat. I want to abstractly model a more mundane/realistic form of combat.
That isn't even necessarily true. A maneuver or combat power is just a mechanical effect, the same as a 1/day luck bonus. You could reflavor it in multiple different ways with the same character, just like a basic melee attack, or you could use the same flavor for multiple different combat maneuvers.A maneuver is something the character knows he can do. For example, if he does "Come and Get It" he KNOWS he shouted at his foes, who charged him and got administered a good whacking.
Again, D&D combat is a really heavily abstracted affair. The 1/encounter limit is a mix of the limits of a player's ability to control the game's narrative with game balance concerns. Since a combat maneuver doesn't strictly correlate with a specific in-world attack, this isn't as silly as you think it is.He could try it again next round, but it won't work. He could try it EVERY round for the rest of combat, and it will never work again. The "magic" of the moment is lost. Until he rests. Then the next time he gets into a fight, he can shout and watch his foes run up for a good whacking, then never pull the stunt again until he rests.
And I haven't seen a system built on riders that was actually fun and easy to use. While I don't think 4E's system is the one and only way to do things (or even the best), it was a heck of a lot better than 3E/Pathfinder's system. Fighter's don't strictly need powers limited by encounter or by day, they do need cool powers that only they can do (which can't be performed by non-multiclassed Wizards or Clerics).I don't want limited abilities tied to specific attacks (I can use a maneuver to trip an opponent, but only 1/encounter) but I don't mind riders to attacks (I take a penalty to hit, but if I hit I get a free chance to knock prone along with damage).
Depends quite a bit on how you play D&D. We are a bit more...low key.
We generally play E6 with Pathfinder. It just seems with the more recent editions (3e and 4e) a raft of changes have made thing, on default, more fantastical. It is easier to add over the top stuff than to bring stuff down to earth.
As far as enemies go, humans and such are the most common enemies. Large Monsters are generally more capstone type fights.