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1 year ago ::
Apr 30, 2012 - 10:33AM
#21
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Date Joined:
Oct 26, 2004
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Oh then yeah I gotta go with 4e style.
Keep reach as a function of how far away you can hit something, it's a.) actually in line with the definition of reach b.) a nifty mechanic that makes using pole-arms more than a mere stylistic decision c.) doesn't render low reach weapons unplayable d.) less complicated e.) finally we don't then need to turn around and come up with an explaination for what heppens when a knifer gets inside the axeman's reach
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1 year ago ::
Apr 30, 2012 - 10:47AM
#22
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First, this isn't really an accurate model. You'd have to have reach "range" for that. i.e. Daggers are 0-2. Longswords are 2-5. Mauls are 3-5. Picks are 4-5. Halbreids are 5-10. ect... Then something like, you can't attack things that are further away, and deal 1/2 damage to those who are closer. Second, you'll need a much finer grid. No point in having 0-2 if you can't really stand 1 "square" away... Third we need to rewrite all the Oppertunity Attack rules. But mainly, i give the whole idea a big  It migh be cool for say.. soul caliber, tabletop edition, but that's it.
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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1 year ago ::
Apr 30, 2012 - 10:49AM
#23
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Date Joined:
Jun 23, 2005
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He's not talking about a bonus to hit, the opponent takes a penalty to hit him based o nthe difference of the reach value. I don't have a problem with this. Anyone who isn't using a Halibert deserves what they get.
Actually, on re-reading the OP, it seems we're both wrong. Whenever two people face off, you calculate a (for lack of a better name) reach differential, which can be used by different classes in different ways. A fighter might impose a penalty on his enemies' oppotunity attacks, while a monk might gain a benefit from having a negative reach differential, being trained as a close-up combatant.
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1 year ago ::
Apr 30, 2012 - 4:15PM
#24
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Date Joined:
Apr 10, 2009
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Bring back house rules as a default assumption. Then you can put rules like this in your own game to your heart's content.
But for the basic game, there is no place for a rule like this that adds complexity where it is not needed and, in my opinion, is not at all desirable.
One of the most noteable problems with 4E is that there is too much complexity at the table, causing the game to bog down and making combats too long. The last thing we need is to find ways to make the combat portion even MORE complicated.
Carl
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1 year ago ::
Apr 30, 2012 - 4:32PM
#25
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Date Joined:
Jun 17, 2010
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If the default assumption is that I need to houserule the game in order for it to be playable, why am I paying money for a rulebook?
D&D Next = D&D: Quantum Edition
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1 year ago ::
Apr 30, 2012 - 4:36PM
#26
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Bring back house rules as a default assumption. Then you can put rules like this in your own game to your heart's content.
But for the basic game, there is no place for a rule like this that adds complexity where it is not needed and, in my opinion, is not at all desirable.
One of the most noteable problems with 4E is that there is too much complexity at the table, causing the game to bog down and making combats too long. The last thing we need is to find ways to make the combat portion even MORE complicated.
Carl
Too much complexity at the table, what game are you playing? Do you have a bad memory are are just bad and mental math? Seriously, I'm not being facetious.
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1 year ago ::
Apr 30, 2012 - 4:49PM
#27
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Date Joined:
Jan 28, 2012
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He's not talking about a bonus to hit, the opponent takes a penalty to hit him based o nthe difference of the reach value. I don't have a problem with this. Anyone who isn't using a Halibert deserves what they get.
Actually, on re-reading the OP, it seems we're both wrong. Whenever two people face off, you calculate a (for lack of a better name) reach differential, which can be used by different classes in different ways. A fighter might impose a penalty on his enemies' oppotunity attacks, while a monk might gain a benefit from having a negative reach differential, being trained as a close-up combatant.
Well I think thats balls to the wall awsome. It looks like I'm in the minority here when I don't think this adds any serious amount of complexity, maybe its just the people I play with (OP included in that number) all being optimizers but we all know our stats without having to look at our sheets and combat is quick and smooth even at higher levels. I don't think a few more variables could hurt.
In my games players have always been Exceptional individuals, not Exceptions to the internal logic of the game world.
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1 year ago ::
Apr 30, 2012 - 4:53PM
#28
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Date Joined:
Feb 15, 2008
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Bring back house rules as a default assumption. Then you can put rules like this in your own game to your heart's content.
But for the basic game, there is no place for a rule like this that adds complexity where it is not needed and, in my opinion, is not at all desirable.
One of the most noteable problems with 4E is that there is too much complexity at the table, causing the game to bog down and making combats too long. The last thing we need is to find ways to make the combat portion even MORE complicated.
Carl
Too much complexity at the table, what game are you playing? Do you have a bad memory are are just bad and mental math? Seriously, I'm not being facetious.
4e has a lot of crap flying around making things complicated. In my optimal world I should be able to run an interesting combat in about 15 minutes, for my group that's not even close to viable in 4e.
"So shall it be! Dear-bought those songs shall be be accounted, and yet shall be well-bought. For the price could be no other. Thus even as Eru spoke to us shall beauty not before conceived be brought into Eä, and evil yet be good to have been."
- Manwë, High King of the Valar
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1 year ago ::
Apr 30, 2012 - 5:10PM
#29
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Date Joined:
Jan 15, 2009
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4e has a lot of crap flying around making things complicated. In my optimal world I should be able to run an interesting combat in about 15 minutes, for my group that's not even close to viable in 4e.
If I recall in 1e it can take 15 minutes just to figure out where the wizards fireball hits.
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1 year ago ::
Apr 30, 2012 - 9:07PM
#30
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Date Joined:
May 18, 2002
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If the default assumption is that I need to houserule the game in order for it to be playable, why am I paying money for a rulebook?
It would (hopefully) already be playable. This reach mechanic just adds another tactical layer.
If I'm understanding this, and I'm probably not, the idea is to use longer weapons as a defense bonus?
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