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Switch to Forum Live View Bring Back Encounter Powers?
7 months ago  ::  Nov 18, 2012 - 4:15PM #61
LightWarden
Date Joined: Dec 31, 2003
Posts: 305

Nov 18, 2012 -- 9:35AM, Rory wrote:



Ive listened to all the arguments. My answer to these arguments concedes that certain maneuvers should suffer from diminishing returns, and could only be used in certain situations.



Sounds like playing a trip specialist in 3e.  Talk about your maneuvers with diminishing returns... "Best if used by 6th level!"

Nov 18, 2012 -- 12:42PM, zago wrote:


My biggest problem with encounter powers is that in most situations they actually take the combat decisions away from the player and give it to the system. If I get 6 powers, and one of them is twice as good as the rest, then I am always going to use it, it no longer becomes something special, it becomes a mindless and obvious decision.




The problem isn't the power system, the problem is terribly-designed powers.  Inept design is something that has plagued tons of options in nearly every edition of nearly every RPG known to man.  To design well requires commitment to design principles, a thorough understanding of design, and an incredibly solid base to build from.  Even then, people still screw up, which leads to situations where you have to pan through trash options looking for good ones.

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7 months ago  ::  Nov 18, 2012 - 4:50PM #62
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,468
I really dislike the idea of "encounter" powers.  Give me powers with a set recharge time.  If you want them to be "encounter", then just give them a shorter recharge rate, like 1, 5, 10, 15, 20, 30 or 60 minutes or something.  They will be ready for most encounters that way.
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7 months ago  ::  Nov 18, 2012 - 10:44PM #63
HoboJustice
Date Joined: May 10, 2012
Posts: 157
Encounter abilities are perfectly realistic, or at least as much as anything else in the game. If you've played a sport you know that you absolutely can not sustain your maximum effort non-stop. You have to pace yourself and only give max effort in bursts. Indoor soccer and hockey are perfect illustrations of this. The pace of those games are so great that even the fittest athlete must come out of the game frequently and rest. However, after few minutes on the bench, he is able to go back out and perform at a high level again. That's why boxing is broken up into a bunch of quick rounds. If the fight didn't have any breaks, the boxers wouldn't be able to sustain themselves anywhere near as long.

Martial combat is extremely taxing and a skilled fighter will only go all out when he sees an opening or is desperate. And the longer the fight drags on, the harder it is to deliver even those short bursts of extra effort. In such a ridiculously abstracted system as D&D, limiting a particularly powerful action to once a battle makes a ton of sense. To complain that "it isn't realistic" when HP isn't realistic, when AC isn't realistic, when even movement is greatly abstracted, is baffling. D&D is not about reality, it is about fantasy and there are tons of elements that are as bad or worse as encounter powers when it comes to realism that are accepted by just about everyone who plays D&D so I don't understand why people would make an issue of realism in this case.
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7 months ago  ::  Nov 18, 2012 - 11:52PM #64
Xguild
Date Joined: Apr 22, 2001
Posts: 1,285

Martial combat is extremely taxing and a skilled fighter will only go all out when he sees an opening or is desperate. And the longer the fight drags on, the harder it is to deliver even those short bursts of extra effort. In such a ridiculously abstracted system as D&D, limiting a particularly powerful action to once a battle makes a ton of sense. To complain that "it isn't realistic" when HP isn't realistic, when AC isn't realistic, when even movement is greatly abstracted, is baffling. D&D is not about reality, it is about fantasy and there are tons of elements that are as bad or worse as encounter powers when it comes to realism that are accepted by just about everyone who plays D&D so I don't understand why people would make an issue of realism in this case.





Its a valid point but I think when people talk about realism, it comes from the practical application of the game system to their games and what your talking about here is the abstraction on paper.  Another words, practical experiance vs. concept.  Conceptually I agree with you, this makes perfect sense and is no more or less realistic than any other sub system of the game.  In practice however the experiance is very different and as usual the devil is in the details.  I guess one could say Encounter Powers where very unrealistic in 4th edition D&D, the concept itself was fine, but how the different types of encounter powers where implemented, what they represented, how those events played out in a typical game and other such finite details is what the "unrealistic" camp is basing there opinion.  Its worth saying that most of the issues of realism come from the Martial Classes.


It comes down to defining what impact the player creative narrative should have on the game and how the GM should respond.  Just an example (that came up in my own game).

I had a very strong Dragon Born who thought everyone in his party was a whimp and needed "experiance".  He would often try to shove his fellow adventures into the thick of combat to "toughen them up".  I had another player who was a fighter, who had the "Get Over Here" utility power that effectively allowed him to slide a friendly two squares which is an encounter power (aka he can do it once during a fight).

Being put into the percarious position of differentiating mechanical results from one player doing something narratively and another doing the same thing using a power was difficult.  The problem is that it happened constantly, pretty much every round of every fight because players where constantly creating "narrative actions" for which they did not have powers for that did exist in the form of encounter powers.  It was a constant headache and the realism of scenes suffered for it.  I could not allow a narratively defined actions to have mechanical effects equivilant to someone elses (or any existing) Encounter Power.


Simply put, there are too many powers that define narrative actions that players want to take in the game as a natural product of running a scene.  Players don't want to "execute abilities", they want to define their actions narratively which is perfectly reasonable and is really as far as Im concerned how players should define their actions.  I don't want to here "Im using my encounter power" at the table, it breaks the scenes narrative component, but in the end this is what ended up happenining in 4th edition games which is where the "Less role-playing in D&D" comes from.   By defining so many narrative actions mechanically via at will, encounter and daily powers you close the door on those narrative actions to players who don't have the power.  


The problem is to that if a player defines a narrative action, he expect mechanical results whether he has the actual power or not.  Another words if a player defines a "Im going to put my sword and sheild up and brace myself for the charge", he expects some sort of mechanical benefit from his action, but this action is really defined by several different types of encounter and at will powers like "No openning" for example.  So you, as a GM, must know what "effects" are covered by powers and make sure you don't give those benefits to a player who doesn't have them.  With literly hundreds of different powers narratively defined, this is a nightmare.


The end result is that realism suffers, realism in the narrative sense as the connection between the narrative and mechanical are wishy washy unless players simply accept that they can only take the types of action for which they have powers.  Players generally don't want to do that, they want to believe the game world is free and that they can take any kind of action they want to describe and have it results be mechanical.  In a sense, by definition this is role-playing.

Does that make sense?                      
          

    

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7 months ago  ::  Nov 19, 2012 - 12:57AM #65
edwin_su
Date Joined: Aug 25, 2007
Posts: 2,829

Nov 18, 2012 -- 10:44PM, HoboJustice wrote:

Encounter abilities are perfectly realistic, or at least as much as anything else in the game. If you've played a sport you know that you absolutely can not sustain your maximum effort non-stop. You have to pace yourself and only give max effort in bursts. Indoor soccer and hockey are perfect illustrations of this. The pace of those games are so great that even the fittest athlete must come out of the game frequently and rest. However, after few minutes on the bench, he is able to go back out and perform at a high level again. That's why boxing is broken up into a bunch of quick rounds. If the fight didn't have any breaks, the boxers wouldn't be able to sustain themselves anywhere near as long.

Martial combat is extremely taxing and a skilled fighter will only go all out when he sees an opening or is desperate. And the longer the fight drags on, the harder it is to deliver even those short bursts of extra effort. In such a ridiculously abstracted system as D&D, limiting a particularly powerful action to once a battle makes a ton of sense. To complain that "it isn't realistic" when HP isn't realistic, when AC isn't realistic, when even movement is greatly abstracted, is baffling. D&D is not about reality, it is about fantasy and there are tons of elements that are as bad or worse as encounter powers when it comes to realism that are accepted by just about everyone who plays D&D so I don't understand why people would make an issue of realism in this case.




In my exeriance many people don't mind that you can only do 4 of these atacks in one encounter.

The problem seems to be more why you can't do the same encounter manuver more then once.
after using encounter atack A your so tired that you can't do it again, yet you can make encounter attacks B,C and D witch also put a lot of strain on your body

You could disconec the powers from their use, still having the limit of 4 in a encounter to show you are getting tired.
but not stoping you from using the same power more then once as long as you don't use more then 4 in one encounter.

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7 months ago  ::  Nov 19, 2012 - 1:04AM #66
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,526

Nov 19, 2012 -- 12:57AM, edwin_su wrote:

You could disconec the powers from their use, still having the limit of 4 in a encounter to show you are getting tired.
but not stoping you from using the same power more then once as long as you don't use more then 4 in one encounter.


Seems perfectly reasonable to me.

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7 months ago  ::  Nov 19, 2012 - 11:54AM #67
Rory
Date Joined: Jun 24, 2005
Posts: 1,069

Nov 18, 2012 -- 1:34PM, Aesurtiel wrote:


So you've read some books, watched some movies, played some games, and now you think you know how it feels to be an adventurer?

Hike through the woods for half a day. Climb upa a cliff face. Then finally encounter some bandits. Get hit in the shoulder with an arrow. Parry a sword slash. It's finally you turn. Do a whirldwind attack. Dodge a fireball. Get shot again. Parry another sword slash. Now try that whirldwind attac again.





You are making my point. You are applying conditions that would be removed from the simulation.



FYI I know a thing about the physical shape someone has to be in for combat. In a way its all academic since maneuvers arent limited enough.  

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