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General Tabletop Discussion
D&D Older Editions
List of Potential New Martial Practices
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7300598" data-attributes="member: 82106"><p>This is probably redundant to commentary I've made before, but my answer to this whole dilemma was to slot both MPs and 'Rituals' (which actually includes a bunch of other stuff like Alchemy as well, though it has been broadened considerably into a more general thing) into a role where ALL they do is provide the narrative justification for bringing some different skill into play in the current challenge, plus possibly some narrative dimension to go with it. So maybe a ritual that lets you fly provides a way to substitute Acrobatics for Endurance in some challenge involving rapid cross-country travel. In this sense these rituals actually don't have fixed mechanical 'implementations' anymore. They have narrative descriptions which the player invokes in order to make a check with an appropriate skill (and this may not always be the same skill, although most rituals/practices are pretty suggestive). The upshot being that practices implemented this way will never upstage skills, nor generally lead to enforced incompetency (a character can still exercise his skills even without any of these extra plot coupons, just maybe a bit less flexibly). </p><p></p><p>The interesting thing with putting Alchemy into this paradigm is it 'fixed' Alchemy. Now 'potions' and such are narrative hooks, just like rituals. Instead of just being fairly trivial consumable items that produce a fixed effect, instead they become a rich source of plot possibilities. Ones that character's can pay for and 'stockpile' ahead of time, creating a much more dynamic 'planning ahead' mechanism than that present with 4e's standard game. A planning ahead game that does NOT consist in just picking the 'I win button' that was often the case in AD&D (or at least a centralization of plot mechanics onto casters who could deploy highly specific problem solvers from their spell lists). The 'well prepared' character could now be of any class, and his preparations won't actually lead to some short-circuiting or abasement of the challenge, but simply add to the opportunities to employ your skills in fun ways! This will help the PCs in the sense of giving them a chance to use their best skills more often, but that is a relatively benign and fun outcome. I think even [MENTION=42582]pemerton[/MENTION] will approve <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7300598, member: 82106"] This is probably redundant to commentary I've made before, but my answer to this whole dilemma was to slot both MPs and 'Rituals' (which actually includes a bunch of other stuff like Alchemy as well, though it has been broadened considerably into a more general thing) into a role where ALL they do is provide the narrative justification for bringing some different skill into play in the current challenge, plus possibly some narrative dimension to go with it. So maybe a ritual that lets you fly provides a way to substitute Acrobatics for Endurance in some challenge involving rapid cross-country travel. In this sense these rituals actually don't have fixed mechanical 'implementations' anymore. They have narrative descriptions which the player invokes in order to make a check with an appropriate skill (and this may not always be the same skill, although most rituals/practices are pretty suggestive). The upshot being that practices implemented this way will never upstage skills, nor generally lead to enforced incompetency (a character can still exercise his skills even without any of these extra plot coupons, just maybe a bit less flexibly). The interesting thing with putting Alchemy into this paradigm is it 'fixed' Alchemy. Now 'potions' and such are narrative hooks, just like rituals. Instead of just being fairly trivial consumable items that produce a fixed effect, instead they become a rich source of plot possibilities. Ones that character's can pay for and 'stockpile' ahead of time, creating a much more dynamic 'planning ahead' mechanism than that present with 4e's standard game. A planning ahead game that does NOT consist in just picking the 'I win button' that was often the case in AD&D (or at least a centralization of plot mechanics onto casters who could deploy highly specific problem solvers from their spell lists). The 'well prepared' character could now be of any class, and his preparations won't actually lead to some short-circuiting or abasement of the challenge, but simply add to the opportunities to employ your skills in fun ways! This will help the PCs in the sense of giving them a chance to use their best skills more often, but that is a relatively benign and fun outcome. I think even [MENTION=42582]pemerton[/MENTION] will approve :P [/QUOTE]
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