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5 months ago ::
Jan 24, 2013 - 8:52PM
#41
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Date Joined:
Jul 18, 2007
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what do you mean I cant try and throw sand in his eyes because thats a 4th level rogue ability? are you saying I have to be a rogue to fling sand?
Really? You really think this is the way it worked? Just...wow.
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5 months ago ::
Jan 24, 2013 - 8:58PM
#42
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Most complaints made against 4e are made from people who have no clue how 4e actually worked. It is generally pretty amusing to listen to them.
P.S. for everyone who thinks level 1 PCs are superheroes in 4e. Run them against 4 orcs from the MM1 and watch your superhero PCs get pounded to a pulp. Then run the same battle in any other edition of D&D and watch the PCs wipe the board with those Orcs. (3e and below Sleep spell could take the Orcs out singlehandedly).
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5 months ago ::
Jan 24, 2013 - 9:05PM
#43
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P.S. for everyone who thinks level 1 PCs are superheroes in 4e. Run them against 4 orcs from the MM1 and watch your superhero PCs get pounded to a pulp.
That's true, the superhero comparison really falls apart when you compare the 4e PCs to 4e monsters/encounters instead of monsters or PCs of past editions. And, given that a stiff wind could kill a 2e or 3e 1st level wizard (exaggeration, I know, but a housecat can which is just . . . wow), it's hard for 4e PCs not to look like superheroes by comparison.
Why Mechanics-Alignment Integration is Bad
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so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.
Really? So it goes something like this?
Fighter: "I want to be a paladin." NPC: "Really?" Fighter: "Yes." NPC: "Very well." Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?" Fighter: "I do." NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?" Fighter: "What?" NPC: "I don't know what it means either." Fighter: "Oh. Umm, ok I do." NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics." Fighter: "These what?" NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."
taking an argument too far
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So the system is designed such that every single hit needs to be described to avoid confusion? Here's a scenario. The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land. They are naked and they fight drakes taking damage throughout, but healing up with surges. Later they meet the guy who raised the drakes.
Part 1: I didn't describe any of the hits. What does he see?
Part 2: Lets say I described the drakes as biting the players, yet they healed up. What does he see?
Fencing & Swashbuckling as Armor.
D20 Modern Toon PC Race.
Mecha Pilot's Skill Challenge Emporium.
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5 months ago ::
Jan 24, 2013 - 9:07PM
#44
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Date Joined:
Jul 18, 2007
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Most complaints made against 4e are made from people who have no clue how 4e actually worked. It is generally pretty amusing to listen to them.
P.S. for everyone who thinks level 1 PCs are superheroes in 4e. Run them against 4 orcs from the MM1 and watch your superhero PCs get pounded to a pulp. Then run the same battle in any other edition of D&D and watch the PCs wipe the board with those Orcs. (3e and below Sleep spell could take the Orcs out singlehandedly).
No joke. I can take a level 1 fighter in 1st through 3.5 and wax 4 orcs by myself. In 4th, not so much.
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5 months ago ::
Jan 25, 2013 - 7:29AM
#45
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Date Joined:
Jan 17, 2012
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the fling sand situation actually happened in our 4e game, we had a very good dm, but the issue was that there was already a rogue ability to do exactly what I wanted to do, the DM didnt want to piss off the rogue saying "now anyone can do that expensive feat you just paid for" but at the same time didnt want to tell me no. so on the fly the very good DM made up some rules so my flinging sand would be much less effective (when it wasnt too effective to begin with) and have a very slim chance of success... so now both of us should be happy right? wrong. It was a great dissapointment, a reasonable request for an action being altered to slim and worrthless because of rules.
regarding the superhero issue, again it wasnt so much that combat was not ballanced, mostly it was, it was more the list of superheroic like abilities and options that most characters had available to them, including a glut of magic items that each added even more options. IE more teleporting/d-door like abilities, more invisible or obscuring abilities, more movement options, more "this is the perfect power to use for this exact situation" type abilities.
It was extremely difficult to get a PC or NPC in a situation they could not escape from, a PC death was essentially impossible assuming the PC knew when to get out of combat.
Options were carefully controlled so optimization was not as much an issue (which to 4e's credit is pretty amazing, generally more options means a greater environment for rule breakage due to one trick ponydom.)
but all in all, it felt way too controlled and PC's seemed superpowered even at 1st level, all grittyness seemed to be lost, the necessity for planning and strategy really wernt as much of issues (because real threats were rare and escape was always possible) and outcomes were generally predictable. The whole thing reminded me more of WoW than the gritty and suprising game I such nostalgic feelings for.
I understand for some people it was the first game they really had great expirences with, and maybe the good old days always seem better wearing the nostalgia glasses, but really even with a DM that was incredible at plot and subplot formation, role playing, etc.. the rules themselves were killing my fun at every session, and for that reason I cant ever get on teh 4e bandwaggon, and really would prefer less rather than more 4e type rules making it into the 5th edition.
PS. the wonderful description of 13th age a few postings ago... I wont be playing it, too close to a game I feel was pretty terrible and the whole thing sounds too wacky-whimsyish to me, but I will take a look at the rules. Tthere are a few things I find worthy of theft already... I'll likely steal the escalation die mechanic and for the short encounters I might employ the threat range simulation for when i run off the grid (I already do similar things for when I run persuits and chases... I'm a big believer in trying to include as many chace and race situations in a game as it really worked for Star Wars, Willow etc.)
"The secret we should never let the gamemasters know is that they don't need any rules." Gygax
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5 months ago ::
Jan 25, 2013 - 7:53AM
#46
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Date Joined:
Aug 18, 2006
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regarding the superhero issue, again it wasnt so much that combat was not ballanced, mostly it was, it was more the list of superheroic like abilities and options that most characters had available to them, including a glut of magic items that each added even more options.
Superheroic-like abilities like Flinging Sand in People's Eyes, for instance? Or Hitting Them Really Hard, to take one of the superheroic abilities a 1st level Fighter might be able to use, hitting someone and moving away before they can retaliate (Ranger), creating an illusion of treasure which they'll step towards (Wizard). Those superhero like abilities.
These, in the day when heaven was falling, The hour when earth's foundations fled, Followed their mercenary calling, And took their wages, and are dead.
Playing: Mongoose Traveller GMing: Barbarians of Lemuria Planning: Reclaiming Neverwinter, a 4e D&D campaign
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5 months ago ::
Jan 25, 2013 - 8:21AM
#47
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Date Joined:
Oct 17, 2007
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really would prefer less rather than more 4e type rules making it into the 5th edition.
Oh, no worries about that! You can sleep tight!
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5 months ago ::
Jan 25, 2013 - 9:13AM
#48
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To OP: Iron Heroes was written by Mike Mearls (designer on 4e), not Monte Cook. It was originally published by Monte Cook's company, Malhavoc Press.
Iron Heroes was an innovative system. It made martial classes fun to play, rather than being pack-mules for wizards/clerics as in 3e/3.5e/Pathfinder.
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5 months ago ::
Jan 25, 2013 - 9:21AM
#49
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Date Joined:
Aug 18, 2007
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To OP: Iron Heroes was written by Mike Mearls (designer on 4e), not Monte Cook. It was originally published by Monte Cook's company, Malhavoc Press.
Iron Heroes was an innovative system. It made martial classes fun to play, rather than being pack-mules for wizards/clerics as in 3e/3.5e/Pathfinder.
Martial Characters are pack mules? If you insisted on playing martial characters that way in the older editions I guess it could have happened. I have yet to see it.
CAMRA preserves and protects real ale from the homogenization of modern beer production.
D&D Grognards are the CAMRA of D&D!
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5 months ago ::
Jan 25, 2013 - 9:39AM
#50
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Here is how we run many generic improvised actions in 4e (like sand in the eyes, taunting, cutting a "Z" in someones shirt, etc).
Make an appropriate attack roll, skill check, or ability check vs the targets defense (F/R/W). A success means you daze the target.
This dazing can represent a number of things:
Sand in the Eyes: It is silly to assume throwing sand in someones eyes blinds them for 6 seconds straight. A second or two maybe. Enough to prevent them from making opportunity attacks, to slow them down while they wipe the sand from their eyes (can only take 1 action), and to make them grant combat advantage though.
Disarmed: In a real swordfight a disarmed foe is dead. But in cinematic hollywood swordfights the disarmed warrior leaps to his weapon and picks it up in a matter of seconds. Well, dazed works perfectly here too. Warrior spends time picking up his weapon and cannot parry or make opportunity attacks without it.
Taunted/Intimidated/Acrobatic Tricked/etc: The target is briefly stunned by your intimidating presence, angered by what you said about his momma, or confused as you tumble about. Dazed works great for all of these situations.
P.S. Baal, the rogue has no "throw sand in the eyes" power. The closest thing to it is blinding barrage which creates a hail of weaponry in a large area that damage and distract the foes blinding them for a round. Your example of the DM not letting you throw sand in the eyes is clearly made up, or at the best highly misinformed. I mean the DM could have easily said your "Sand in the eyes" attack does no damage and can only target 1 creature which would have been fine without taking anything away from the rogue.
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