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General Tabletop Discussion
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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<blockquote data-quote="pemerton" data-source="post: 6246574" data-attributes="member: 42582"><p>I personally find this claim radically overstated.</p><p></p><p>It may be true if the fighter who uses the power is a knife-fighter surrounded by unarmed children.</p><p></p><p>But in my game, at least, the fighter who uses this power is generally wielding a halberd or huge war mallet, and is surrounded by aggressive combatants. Come and Get It typically represents the character's ability to best his opponents in weapon play and footwork.</p><p></p><p>For me, at least, this tends to reinforce the unhelpfulness of the notion of "story game".</p><p></p><p>4e is what it is. It has abstract, scene-based non-combat resolution rules, but its combat resolution rules are not very abstract as far as positioning and movement are concerned. This mixing of mechanics gives rise to some technical problems in playing and adjudicating the game (being discussed at the moment on the fighters vs spellcasters thread), but there is nothing that is in-principle inconsistent with wanting to combine this approach with a player driven, thematically-focused game.</p><p></p><p>In fact, the opposite can be true. [MENTION=87792]Neonchameleon[/MENTION] can indicated whether or not this is the sort of thing he has in mind in talking about "kinaesthetic play", but in my own experience the resolution of a dramatic rescue can be made more visceral, in play, via the use of non-abstract positioning and movement mechanics.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6246574, member: 42582"] I personally find this claim radically overstated. It may be true if the fighter who uses the power is a knife-fighter surrounded by unarmed children. But in my game, at least, the fighter who uses this power is generally wielding a halberd or huge war mallet, and is surrounded by aggressive combatants. Come and Get It typically represents the character's ability to best his opponents in weapon play and footwork. For me, at least, this tends to reinforce the unhelpfulness of the notion of "story game". 4e is what it is. It has abstract, scene-based non-combat resolution rules, but its combat resolution rules are not very abstract as far as positioning and movement are concerned. This mixing of mechanics gives rise to some technical problems in playing and adjudicating the game (being discussed at the moment on the fighters vs spellcasters thread), but there is nothing that is in-principle inconsistent with wanting to combine this approach with a player driven, thematically-focused game. In fact, the opposite can be true. [MENTION=87792]Neonchameleon[/MENTION] can indicated whether or not this is the sort of thing he has in mind in talking about "kinaesthetic play", but in my own experience the resolution of a dramatic rescue can be made more visceral, in play, via the use of non-abstract positioning and movement mechanics. [/QUOTE]
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Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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