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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7020427" data-attributes="member: 82106"><p>Eh, its easy enough to do fairly detailed resource games with heroic 4e. Toss the 'sun rod' which obviates all considerations of lighting or running out of light, and the rest of the equipment rules are pretty similar to earlier editions of D&D, though the equipment list is a little lean it has the most important stuff.</p><p></p><p>The DMG has rules for what happens when you've got no light, exposure to the elements, and starvation, which pretty well covers the "got the wrong equipment for this, boss" end of things. Hirelings are missing (though added in MME, and easy enough to work in otherwise).</p><p></p><p>What's missing is the exploration focus of the game itself, you're supposed to pretty much just go from interesting location to interesting fantastic location and do cool stuff, not draw a map of every bloody passage in between. Yet the mechanical basis of doing so is there, mapping is even discussed at one point. The lack of things like random encounters is a bit of an issue, though.</p><p></p><p>Its true, 4e wasn't focused on exploration resource game, crawl play. OTOH a LOT of 1e adventures aren't that either, but they're stuck with rules that assume it. I was just considering the various OA modules that are being read over on RPG.net right now, and ALL of them work far better as 4e modules than as 1e modules. Maybe not in every detail, but in terms of general theme.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7020427, member: 82106"] Eh, its easy enough to do fairly detailed resource games with heroic 4e. Toss the 'sun rod' which obviates all considerations of lighting or running out of light, and the rest of the equipment rules are pretty similar to earlier editions of D&D, though the equipment list is a little lean it has the most important stuff. The DMG has rules for what happens when you've got no light, exposure to the elements, and starvation, which pretty well covers the "got the wrong equipment for this, boss" end of things. Hirelings are missing (though added in MME, and easy enough to work in otherwise). What's missing is the exploration focus of the game itself, you're supposed to pretty much just go from interesting location to interesting fantastic location and do cool stuff, not draw a map of every bloody passage in between. Yet the mechanical basis of doing so is there, mapping is even discussed at one point. The lack of things like random encounters is a bit of an issue, though. Its true, 4e wasn't focused on exploration resource game, crawl play. OTOH a LOT of 1e adventures aren't that either, but they're stuck with rules that assume it. I was just considering the various OA modules that are being read over on RPG.net right now, and ALL of them work far better as 4e modules than as 1e modules. Maybe not in every detail, but in terms of general theme. [/QUOTE]
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