This post was inspired by a discussion at Sarah DarkMagic’s blog about how to justify daily powers for fighters. I’ve read a few spots where people say they find daily powers for fighters hard to comprehend – how come you can only do your power strike once per day?

I put an explanation on the referenced post which I think gives a mechanism for handling this. The specific situation described in a comment is one of Indiana Jones as PC, with firing his gun as a daily power that does a lot of damage (maybe it’s a save-or-die effect). Here’s my suggestion:

How about… his gun jammed?

There’s a challenge you can set the player – if he or she needs to use a daily power a second time in a day and can’t, try and find an explanation.

Why doesn’t the fighter use his whirlwind attack of blah a second time? Maybe it makes him dizzy and he doesn’t want to risk it; maybe he missed the chance this time in the flurry of battle; maybe the day’s efforts had worn him down and he didn’t have the strength; maybe he thought the opponents were moving too fast and didn’t want to risk turning his back on them.

Just because the mechanic says it’s once a day, doesn’t mean that the role-play aspect of the battle requires that to be the explicit, stated reason.

e.g. Jack is pinned down under the beast, and yells to his gnome companion “shoot it!!!” His gnome companion doesn’t reply “sorry, can’t use my gun ’till tomorrow” and leave him to die. Rather, his companion does what you see in movies all the time and flies into a rage, charging forward to beat the beast; or the gun jams; or he realizes he left his ammunition back on the horses; or the gun is empty, and in a moment of snap judgment the gnome decides to rush forward rather than risk the reload time; or the gnome saw a vulnerable spot he thought he could get a knife through more effectively than trying to shoot through the beast’s carapace.

In essence I don’t think the powers daily-ness needs to be made explicit – treat it as a mechanical game balance rule and find an in-world, role-playing reason for the effect. This will make battles take different tones as you try to explain your fighter’s fighting style.

The same approach probably applies to cool-downs, and even I suppose to Vancian magic, though in the case of magic I think there are obvious excuses for any mechanic you choose to think of (“it’s magic!”)

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6 responses to “Explaining Daily Powers in Actual Play”

  1. Runeslinger Avatar

    It truly is amazing what a polarizing effect the 4th Edition of the game has had on players.

  2. Stuart Avatar

    Unlike Sarah I’m very happy they removed daily powers from Fighters in the new 4e Essentials line. I don’t want to simulate a movie, or I’d probably be more interested in games like Prime Time Adventures et al. I think it was a very good choice to take this bit out. 🙂

  3. faustusnotes Avatar
    faustusnotes

    I’m not so concerned here with whether they’re a good idea as with whether or not they can be turned into a role-playing hook and/or explained away in a way that suits the role-playing (rather than system) environment.

  4. Stuart Avatar

    You can certainly explain away any of it, but it shifts things to a different style of gameplay.

    GM: Describe Situation > P: Describe Action > Game System > GM: Describe Outcome

    vs

    GM: Describe Situation > Game System > P: Describe Action + Outcome

    And these two styles of play were addressed by Mike Mearls in his interview with The Escapist:

    “If you’re more into the narrative side of gaming, you’re used to taking mechanics and interpreting them to say ‘this is what just happened.’”

    “I almost think narrative games are a different hobby, where it really is group world building or literal group storytelling. In a more traditional roleplaying game like D&D, you build it as you go and it’s almost like a game of football or some sport where the action arises as you go.”

  5. Grey Avatar

    I think for fighter abilities can only be used in longer time period (day, hour, etc) have to be explained as supernatural and/or drawing on some internal power within the character. Chi, Magic, incredibly mentally draining to perform whatever. It’s exclusive to that character.

    It’s the only reason that makes sense to me, because if I’m not in a position to chain regular training and movements as a swordsman then I’m not in fighting condition at all and basically dead.

  6. Hanzo78 Avatar
    Hanzo78

    I don’t see how daily powers are any different than powers in D&D 1E that were only able to be used X amount of time per day.

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