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General Tabletop Discussion
D&D Older Editions
Core 4E vs. Essentials
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7174968" data-attributes="member: 82106"><p>Eh, I think its sort of like "4e meets FATE", though mechanically its pretty much all coming out of 4e-type d20 mechanics. I just found that I could add this inspiration-type mechanic which then led leveraging any character attribute as something like an 'aspect'. I'm only slowly working through the full implications of that, but its fun!</p><p></p><p></p><p>I'm leery of the whole 'underlying reality' line of discussion, since there is a strong sense in which that isn't really defined and thus you can end up boxed out of a lot of techniques that are genuinely useful. OTOH I do have a strong attachment to narrative and how mechanical character elements reinforce and support a coherent story.</p><p></p><p>I'm also leery of the idea that there are these 2 separate realms, combat, and 'everything else' (or even MM's '3 pillars'). I think if your character concept includes deceit and guile, then you probably employ that in all your endeavors, unless there's some other factor involved (maybe you're a practiced liar but also become enraged in combat, OK we can work with that, though I suspect you could still employ deceit in a combat situation fairly effectively, if you find a good reason for it). So I would RATHER see a system where every ability can be employed at any time and only the narrative logic of the situation really limits you, along with character concept. </p><p></p><p>This has led me to a design pattern where 'character building elements' are a little less granular than 4e feats, somewhere between a feat and a theme in essence, plus the inspiration thing. </p><p></p><p></p><p></p><p>It is possible. I think you'd still find, like with 2e NWPs, that there are a number of almost mandatory choices. I mean, rope use for instance, and there were a couple of others like fire building and gaming. Its not a horrible problem in 2e because NWPs are frankly not good enough to get used much, but it doesn't seem like an easy path. Any feat that works in an 'action situation' at all is likely to be seen as combat-ready at the very least.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7174968, member: 82106"] Eh, I think its sort of like "4e meets FATE", though mechanically its pretty much all coming out of 4e-type d20 mechanics. I just found that I could add this inspiration-type mechanic which then led leveraging any character attribute as something like an 'aspect'. I'm only slowly working through the full implications of that, but its fun! I'm leery of the whole 'underlying reality' line of discussion, since there is a strong sense in which that isn't really defined and thus you can end up boxed out of a lot of techniques that are genuinely useful. OTOH I do have a strong attachment to narrative and how mechanical character elements reinforce and support a coherent story. I'm also leery of the idea that there are these 2 separate realms, combat, and 'everything else' (or even MM's '3 pillars'). I think if your character concept includes deceit and guile, then you probably employ that in all your endeavors, unless there's some other factor involved (maybe you're a practiced liar but also become enraged in combat, OK we can work with that, though I suspect you could still employ deceit in a combat situation fairly effectively, if you find a good reason for it). So I would RATHER see a system where every ability can be employed at any time and only the narrative logic of the situation really limits you, along with character concept. This has led me to a design pattern where 'character building elements' are a little less granular than 4e feats, somewhere between a feat and a theme in essence, plus the inspiration thing. It is possible. I think you'd still find, like with 2e NWPs, that there are a number of almost mandatory choices. I mean, rope use for instance, and there were a couple of others like fire building and gaming. Its not a horrible problem in 2e because NWPs are frankly not good enough to get used much, but it doesn't seem like an easy path. Any feat that works in an 'action situation' at all is likely to be seen as combat-ready at the very least. [/QUOTE]
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