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The roots of 4e exposed?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7464729" data-attributes="member: 82106"><p>It won't effect game balance because there's only one resource management paradigm and all classes follow it. In classic D&D its a HUGE advantage to the wizard to have 5 minute workdays. He can expend spells with abandon and then just memorize them all again before the next day's encounter. Whereas the fighter and thief gain basically nothing, they can swing their swords all day and their effectiveness never varies, at least until they hit 0 hit points.</p><p></p><p>It will have an effect on the balance between PCs and monsters, but that's not the same thing. That is a question of favoring the party (IE smart tactics, or not). Pacing is again not related to changes in PC balance. That might be important to the story, but with its heavy use of encounter resources 4e provides plenty of wiggle room for parties to press on when it is dramatically appropriate. Its quite easy for the GM to induce this. </p><p></p><p></p><p>Again though, because of disparate resource management paradigms some classes benefit heavily from shorter days.</p><p></p><p></p><p></p><p>Maps are usually somewhat de-emphasized in narrative play, yes. The exploration is more in terms of 'plot' and 'character', than in terms of place. Dungeon World for instance advocates a technique where the GM makes 'maps with holes in them'. In other words he establishes a loose collection of facts, but leaves many of the details fuzzy and usually only constructs some information at the scale the PCs are operating on at the moment (so maybe a basic town map with lots of blanks in it, but no regional or larger maps until those elements come into play). Often things are described in DW in response to Discern Realities moves by the players, or Spout Lore, etc. </p><p></p><p>In a really Story Now game, there would be no maps, though the action could take place in an established milieu or some genre constraints could exist (IE in a King Arthur game Camelot is a place where the King lives and it contains a Round Table). Most things are decided on the fly as dictated by the need to challenge the PC's character traits/goals/etc. Pregenerating a map is usually considered to be unnecessary or even prejudicial to the story.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7464729, member: 82106"] It won't effect game balance because there's only one resource management paradigm and all classes follow it. In classic D&D its a HUGE advantage to the wizard to have 5 minute workdays. He can expend spells with abandon and then just memorize them all again before the next day's encounter. Whereas the fighter and thief gain basically nothing, they can swing their swords all day and their effectiveness never varies, at least until they hit 0 hit points. It will have an effect on the balance between PCs and monsters, but that's not the same thing. That is a question of favoring the party (IE smart tactics, or not). Pacing is again not related to changes in PC balance. That might be important to the story, but with its heavy use of encounter resources 4e provides plenty of wiggle room for parties to press on when it is dramatically appropriate. Its quite easy for the GM to induce this. Again though, because of disparate resource management paradigms some classes benefit heavily from shorter days. Maps are usually somewhat de-emphasized in narrative play, yes. The exploration is more in terms of 'plot' and 'character', than in terms of place. Dungeon World for instance advocates a technique where the GM makes 'maps with holes in them'. In other words he establishes a loose collection of facts, but leaves many of the details fuzzy and usually only constructs some information at the scale the PCs are operating on at the moment (so maybe a basic town map with lots of blanks in it, but no regional or larger maps until those elements come into play). Often things are described in DW in response to Discern Realities moves by the players, or Spout Lore, etc. In a really Story Now game, there would be no maps, though the action could take place in an established milieu or some genre constraints could exist (IE in a King Arthur game Camelot is a place where the King lives and it contains a Round Table). Most things are decided on the fly as dictated by the need to challenge the PC's character traits/goals/etc. Pregenerating a map is usually considered to be unnecessary or even prejudicial to the story. [/QUOTE]
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