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3 years ago  ::  Dec 01, 2009 - 9:42AM #41
lofgren
Date Joined: Dec 27, 2008
Posts: 4,754

Dec 1, 2009 -- 9:29AM, Ash2Dust wrote:

Dec 1, 2009 -- 9:04AM, wrecan wrote:

(Stuff about sorting I just happen to have been thinking about the other day.)




Yes, the other day, I was building a Winter-themed Fey-Pact Warlock, and going through the powers, I was looking for Charsima attacks with the cold keyword, or at least a fey pact bonus. I was wishing I could have weeded out the Constitution attack powers completely and put powers with the cold keyword at the top of the list.




A simple filter search would be useful here.  A little text box where you could type "cold" and anything that didn't mention "cold" would disappear.

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3 years ago  ::  Dec 01, 2009 - 9:45AM #42
Candi
Date Joined: Jul 9, 2008
Posts: 196

Dec 1, 2009 -- 9:42AM, lofgren wrote:


A simple filter search would be useful here.  A little text box where you could type "cold" and anything that didn't mention "cold" would disappear.




WotC *please*! !

I hate the search function in the CB right now, it just highlights the first item on the list with that word/phrase in it.. Not as helpful as removing those that don't have the word at all. 

This problem comes up all the time with Feats, Weapon selection and Power selection.  As a result I make most choices in Compendium then pull up CB to finish the character, be nice if I didn't have to use two programs to build my character.

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3 years ago  ::  Dec 01, 2009 - 9:58AM #43
mouthymerc
Date Joined: Oct 1, 2006
Posts: 2,475

Dec 1, 2009 -- 9:29AM, Ash2Dust wrote:

Yes, the other day, I was building a Winter-themed Fey-Pact Warlock, and going through the powers, I was looking for Charsima attacks with the cold keyword, or at least a fey pact bonus. I was wishing I could have weeded out the Constitution attack powers completely and put powers with the cold keyword at the top of the list.



Maybe they figure the fact that you can do this in the compendium is enough right now.  That's not to say that it could not become a feature in the CB in the future.

People sleep peacefully in their beds at night only because rough men stand ready to do violence on their behalf.
--George Orwell
There is no flag large enough to cover the shame of killing innocent people.
--Howard Zinn
He who fights with monsters must take care lest he thereby become a monster.
--Friedrich Nietzsche
Devil\'s Brigade
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3 years ago  ::  Dec 01, 2009 - 10:01AM #44
BeastSoulEyes
Date Joined: Sep 16, 2005
Posts: 433
From what I see, most people didn't get my point. I feel like most people didn't  share my concern because it seems like everyone see powers more as a bunch of numbers that enable you to deal damage and/or move around and totally ignore the fluff around it, where I really see them as techniques your character use as a result of what he is (a warlord, rogue or wizard), how he thinks, and his style.

You guys are doing the developers work when you rename those powers to suit your character. What I'm really complaining about is thati it's difficult to link mechanics to your character concept, especially when you create an unconventional one. I don't have the same concern when it comes to feats, paragon paths, and epic destinies, they actually are flavorful and coherent enough to be exciting, I was the different powers they made was more like that.

See a paragon path give you the general direction for your character, but it doesn't do the entire damn work, it still give you space for what you have in store for your character. Most of the text descriptions of powers fail to do that.

Or maybe I should just ignore those text descriptions and see them as what they are, numbers on plate, or twist  them to meet my character concepts when it's their job to give you materials to support their characters, or maybe I should just create my owns, would be way more interesting. But I guess to each his or her own!
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3 years ago  ::  Dec 01, 2009 - 10:05AM #45
lofgren
Date Joined: Dec 27, 2008
Posts: 4,754
Can you give an example of a character concept you are having difficulty linking to mechanics?
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3 years ago  ::  Dec 01, 2009 - 10:44AM #46
Oprah_Windfury
Date Joined: Jul 28, 2009
Posts: 861
I'm very confused. Something about powers and not liking them and being overwhelmed by the vast number of choices and also fluff not being there.

Pick an argument and stick with it, please.
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3 years ago  ::  Dec 01, 2009 - 10:49AM #47
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

Dec 1, 2009 -- 10:01AM, BeastSoulEyes wrote:

twist  them to meet my character concepts




This is precisely what you should do.  Descriptive text is not binding; it is not rules text.  If the mechanics for a bard fit your character concept, but you don't envision your character singing, then your character doesn't sing.  If the powers of a druid fit your concept, but sucking up to spirits or being all one-with-nature-y isn't part of it, then you don't have to do that.

Another day, another three or four entries to my Ignore List.
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3 years ago  ::  Dec 01, 2009 - 11:09AM #48
Tectorman
Date Joined: Feb 20, 2007
Posts: 946

Dec 1, 2009 -- 10:49AM, Salla wrote:

Dec 1, 2009 -- 10:01AM, BeastSoulEyes wrote:

twist  them to meet my character concepts




This is precisely what you should do.  Descriptive text is not binding; it is not rules text.  If the mechanics for a bard fit your character concept, but you don't envision your character singing, then your character doesn't sing.  If the powers of a druid fit your concept, but sucking up to spirits or being all one-with-nature-y isn't part of it, then you don't have to do that.




Before the Monk playtest and later the final debut, I envisioned the Druid as being the de-facto-Monk.

Wild Shape: the Monk enters the Crouching Tiger stance (and given that the appearance of the Wild Shape is entirely mutable, I can make that look like pretty much anything including the exact form the Monk has anyway, except with a ghostly image of a tiger above him).

The Beast Form attacks: unarmed strikes, punches, kicks, elbow jabs, anything under the sun.

Primal Predator Aspect benefit: +1 to speed when not in heavy armor.  This is the Fast Movement of last edition.

Besides, Wisdom, Dexterity, and Constitution (to emulate a well-trained body) are all perfectly in line with the Monk (YMMV, of course).

I suppose the difference is that the OP doesn't think this sort of reimagining is expected; i.e., I'm not clear on his reasoning, but I imagine that he believes that the developers expect their fluff (powers-fluff or non-powers-fluff) to be adhered to and anything else is a houserule.  I don't see them making that expectation myself, though.

I've finally figured out how to put in a sig.  Yes, I'm including this here for no other reason than to express how happy I am that I could finally do this.  For goodness' sake, change these forums back (or just change, I don't care).
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3 years ago  ::  Dec 01, 2009 - 11:22AM #49
Crimson_Lancer
Date Joined: Jun 18, 2003
Posts: 6,546

Dec 1, 2009 -- 10:01AM, BeastSoulEyes wrote:

From what I see, most people didn't get my point. I feel like most people didn't  share my concern because it seems like everyone see powers more as a bunch of numbers that enable you to deal damage and/or move around and totally ignore the fluff around it, where I really see them as techniques your character use as a result of what he is (a warlord, rogue or wizard), how he thinks, and his style.

You guys are doing the developers work when you rename those powers to suit your character. What I'm really complaining about is thati it's difficult to link mechanics to your character concept, especially when you create an unconventional one. I don't have the same concern when it comes to feats, paragon paths, and epic destinies, they actually are flavorful and coherent enough to be exciting, I was the different powers they made was more like that.

See a paragon path give you the general direction for your character, but it doesn't do the entire damn work, it still give you space for what you have in store for your character. Most of the text descriptions of powers fail to do that.

Or maybe I should just ignore those text descriptions and see them as what they are, numbers on plate, or twist  them to meet my character concepts when it's their job to give you materials to support their characters, or maybe I should just create my owns, would be way more interesting. But I guess to each his or her own!



It is not the Dev's jobs to call you and ask you how you personally want your Powers to look in your imagination; their job is simply to provide mild inspiration that won't brick-wall Players into playing their game. I know you didn't bring up 3.5 at all, but I do remember quite a few people complaining with the release of 3rd Edition that the Devs had changed things and then set those things in stone simply because that was how they felt those things should be. They then provided no Rules or advice on changing any of those things to what their Customers wanted them be, and that angered many people. So now we not only have a much more open-ended set of abilities and Fluff, but there's actual Rules for changing it to fit your Character Concept. This is almost certainly a good thing, and complaining because you don't want to change their very basic descriptions to fit your Character Concepts is not a very good complaint. At all. :S

Resident Logic Cannon
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3 years ago  ::  Dec 01, 2009 - 5:26PM #50
graddlin
Date Joined: Jan 29, 2007
Posts: 346

Dec 1, 2009 -- 10:01AM, BeastSoulEyes wrote:

From what I see, most people didn't get my point. I feel like most people didn't  share my concern because it seems like everyone see powers more as a bunch of numbers that enable you to deal damage and/or move around and totally ignore the fluff around it, where I really see them as techniques your character use as a result of what he is (a warlord, rogue or wizard), how he thinks, and his style.

You guys are doing the developers work when you rename those powers to suit your character. What I'm really complaining about is thati it's difficult to link mechanics to your character concept, especially when you create an unconventional one. I don't have the same concern when it comes to feats, paragon paths, and epic destinies, they actually are flavorful and coherent enough to be exciting, I was the different powers they made was more like that.

See a paragon path give you the general direction for your character, but it doesn't do the entire damn work, it still give you space for what you have in store for your character. Most of the text descriptions of powers fail to do that.

Or maybe I should just ignore those text descriptions and see them as what they are, numbers on plate, or twist  them to meet my character concepts when it's their job to give you materials to support their characters, or maybe I should just create my owns, would be way more interesting. But I guess to each his or her own!




Hey, pal, it is what it is. Take the skeleton and drape some flesh, veins, organs, skin, armor, vicious pieces of metal, and arcane auras on it in whatever fashion you please. While you're at it, name all the pieces whatever you want. You've got the right idea. Just make sure you're having some fun while you do it.

Take care, friend.

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