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Why the Encounter Powers hate? (Maneuvers = Encounter)
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<blockquote data-quote="SoldierBlue" data-source="post: 5952978" data-attributes="member: 57440"><p>I misunderstood you because that isn't what you stated earlier. What you're stating now makes sense, though. </p><p> </p><p>If it comes down to the fact you like an encounter-based game, and I don't, well, then that's merely a matter of taste, and there's nothing there I can criticize you for.</p><p> </p><p>There is one flaw, though. You suggest that a good DM would make PC choices and actions in previous encounters affect subsequent encounters. Again, my earlier argument stands - this is fine for great DMs who can overcome the tendency for the resolution of prior encounters not to affect subsequent ones, but not for most DMs most of the time. As great as the system is (and I do admire it for many things), 4e's focus on the <em>encounter</em> over the <em>adventure</em> means that this tendency is particularly difficult to avoid. Certainly published adventure modules have done little to dissuade me of this. </p><p> </p><p>Encounter powers, in the hands of the average-ability DM, encourages a system whereby encounters exist as hermetically-sealed boxes, with little interaction between them or really there being much effect that actions in one encounter might have on another. You might avoid that because, by all evidence, you're a great DM, but that doesn't mean the tendency of the game to push most DMs most of the time in that direction isn't there.</p><p> </p><p>(I need to caveat this - 3e encouraged this also - not by way of encounter powers, but with its focus on EL.) </p><p> </p><p>I know back in May 2008, I was pretty pumped about encounter powers, but soon noted the tendency for them to cause play to focus on individual encounters versus a wholistic adventure. I don't see this problem with at-wills (which should be known simply as "attacks") or with dailies, because both don't make the encounter as grossly explicit.</p><p> </p><p>In our limited playtest, 5e appears to move admirably away from this tendency. Time will tell...</p><p> </p><p>I have to admit, though, your descriptions make me want to play at your table.</p><p> </p><p>Play On, Gamer Nation!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="SoldierBlue, post: 5952978, member: 57440"] I misunderstood you because that isn't what you stated earlier. What you're stating now makes sense, though. If it comes down to the fact you like an encounter-based game, and I don't, well, then that's merely a matter of taste, and there's nothing there I can criticize you for. There is one flaw, though. You suggest that a good DM would make PC choices and actions in previous encounters affect subsequent encounters. Again, my earlier argument stands - this is fine for great DMs who can overcome the tendency for the resolution of prior encounters not to affect subsequent ones, but not for most DMs most of the time. As great as the system is (and I do admire it for many things), 4e's focus on the [I]encounter[/I] over the [I]adventure[/I] means that this tendency is particularly difficult to avoid. Certainly published adventure modules have done little to dissuade me of this. Encounter powers, in the hands of the average-ability DM, encourages a system whereby encounters exist as hermetically-sealed boxes, with little interaction between them or really there being much effect that actions in one encounter might have on another. You might avoid that because, by all evidence, you're a great DM, but that doesn't mean the tendency of the game to push most DMs most of the time in that direction isn't there. (I need to caveat this - 3e encouraged this also - not by way of encounter powers, but with its focus on EL.) I know back in May 2008, I was pretty pumped about encounter powers, but soon noted the tendency for them to cause play to focus on individual encounters versus a wholistic adventure. I don't see this problem with at-wills (which should be known simply as "attacks") or with dailies, because both don't make the encounter as grossly explicit. In our limited playtest, 5e appears to move admirably away from this tendency. Time will tell... I have to admit, though, your descriptions make me want to play at your table. Play On, Gamer Nation!:cool: [/QUOTE]
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Why the Encounter Powers hate? (Maneuvers = Encounter)
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