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4e Compared to Trad D&D; What You Lose, What You Gain
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<blockquote data-quote="Manbearcat" data-source="post: 7527106" data-attributes="member: 6696971"><p>So I have 4 thoughts for this:</p><p></p><p>1) Much of the “problem” (insofar as it may be a problem) is in GM timidity/neutrality in framing of situation/conflict and in consequences. If a GM hard frames a particular PC into a focused complication that they have to deal with RIGHT NOW (or there will be consequences), it crystallizes the situation such that responses (and respondees) will fundamentally narrow. </p><p></p><p>2) In terms of “archetype manifestation”, I don’t see how Fighters typically being physically imposing/dynamic, Rogues being scoundrel-ey/resourceful/daring-do, and Mages being erudite/mystical is a problem?</p><p></p><p>In Marvel Heroic, Hulk is going to be SMASH-ey and Doctor Strange is going to be erudite/mystical. If the mechanics/PC build schemes don’t engender that emergent quality, there is something wrong with the game. Same goes for Leverage and any game with strong, distinct archetypes.</p><p></p><p>3) If the concern is challenge-based, then (a) see (1), (2) maybe there is a system maths problem, and (3) if “Challenge” requires heavy deviation from archetype (therefore diluting archetype or rendering it incoherent), then the game has a problem (see (2) above.</p><p></p><p>4) Fail-Forward and (1) above (hard framing and dynamic situation changes) should alleviate “fiction-irrelevant best skill spamming.” 4e has all 3 of those built into its Noncombat Conflict Resolution so if that isn’t happening then it’s straight user error by the GM.</p><p></p><p> [MENTION=82504]Garthanos[/MENTION] , thanks for posting. I’ll get a response up later and move this thread along.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7527106, member: 6696971"] So I have 4 thoughts for this: 1) Much of the “problem” (insofar as it may be a problem) is in GM timidity/neutrality in framing of situation/conflict and in consequences. If a GM hard frames a particular PC into a focused complication that they have to deal with RIGHT NOW (or there will be consequences), it crystallizes the situation such that responses (and respondees) will fundamentally narrow. 2) In terms of “archetype manifestation”, I don’t see how Fighters typically being physically imposing/dynamic, Rogues being scoundrel-ey/resourceful/daring-do, and Mages being erudite/mystical is a problem? In Marvel Heroic, Hulk is going to be SMASH-ey and Doctor Strange is going to be erudite/mystical. If the mechanics/PC build schemes don’t engender that emergent quality, there is something wrong with the game. Same goes for Leverage and any game with strong, distinct archetypes. 3) If the concern is challenge-based, then (a) see (1), (2) maybe there is a system maths problem, and (3) if “Challenge” requires heavy deviation from archetype (therefore diluting archetype or rendering it incoherent), then the game has a problem (see (2) above. 4) Fail-Forward and (1) above (hard framing and dynamic situation changes) should alleviate “fiction-irrelevant best skill spamming.” 4e has all 3 of those built into its Noncombat Conflict Resolution so if that isn’t happening then it’s straight user error by the GM. [MENTION=82504]Garthanos[/MENTION] , thanks for posting. I’ll get a response up later and move this thread along. [/QUOTE]
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