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<blockquote data-quote="Chris_Nightwing" data-source="post: 6033551" data-attributes="member: 882"><p>[MENTION=42582]pemerton[/MENTION]</p><p></p><p>Skill Challenges as presented in 4E, and I don't just mean the poor mathematics, are only suitable for players familiar with narrative roleplaying games. I have seen countless times with new players an inability to get their head around cause and effect, and the fact that a skill success may technically achieve nothing if a completely different skill failure occurs. There's scope for something functional here, but the bland count of success/failures does not do it for me.</p><p></p><p>Agreed that XP guidelines should exist for non-combat encounters, but I don't want to return to the hardcoding of 2E, aka give all the gold to the thief.</p><p></p><p>There exist DC guidelines, but I suspect you want a wholesale import of page 42 in this matter. Personally I dislike the 'metagame' - if you push someone into a fire it does damage based on the fire, not the player level, and no, fires don't just get hotter because players are fighting tougher monsters. This is something fundamental that will never be resolved, I fear.</p><p></p><p> [MENTION=6696971]Manbearcat[/MENTION]</p><p></p><p>Sometimes, I get a tingling sensation that you're not being serious, I honestly can't tell. "Actor and Director Stance" for instance, has me giggling. I don't understand why you play D&D! How can anyone impose their vision on the fiction when you have a roll a dice to see if you have any effect? Metagame features such as certain encounter powers and action points are anathema to many of us.</p><p></p><p>Swarm mechanics would be welcomed, saving time is always good. Traps are great. Using the word evocative doesn't.. mean anything any more..</p><p></p><p>I don't understand what you are talking about with the condition track.</p><p></p><p>You want more granular combat mechanics, yet a meta-narrative game approach. Hm. Personally I want combat to be simple, with fewer interrupts. I want turns to tick by rapidly, with the general flow of combat determining whether a player will kick in some special ability they might have to turn the tide. I don't want turn-by-turn agonising and optimising of actions - that's for Dungeon Command.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6033551, member: 882"] [MENTION=42582]pemerton[/MENTION] Skill Challenges as presented in 4E, and I don't just mean the poor mathematics, are only suitable for players familiar with narrative roleplaying games. I have seen countless times with new players an inability to get their head around cause and effect, and the fact that a skill success may technically achieve nothing if a completely different skill failure occurs. There's scope for something functional here, but the bland count of success/failures does not do it for me. Agreed that XP guidelines should exist for non-combat encounters, but I don't want to return to the hardcoding of 2E, aka give all the gold to the thief. There exist DC guidelines, but I suspect you want a wholesale import of page 42 in this matter. Personally I dislike the 'metagame' - if you push someone into a fire it does damage based on the fire, not the player level, and no, fires don't just get hotter because players are fighting tougher monsters. This is something fundamental that will never be resolved, I fear. [MENTION=6696971]Manbearcat[/MENTION] Sometimes, I get a tingling sensation that you're not being serious, I honestly can't tell. "Actor and Director Stance" for instance, has me giggling. I don't understand why you play D&D! How can anyone impose their vision on the fiction when you have a roll a dice to see if you have any effect? Metagame features such as certain encounter powers and action points are anathema to many of us. Swarm mechanics would be welcomed, saving time is always good. Traps are great. Using the word evocative doesn't.. mean anything any more.. I don't understand what you are talking about with the condition track. You want more granular combat mechanics, yet a meta-narrative game approach. Hm. Personally I want combat to be simple, with fewer interrupts. I want turns to tick by rapidly, with the general flow of combat determining whether a player will kick in some special ability they might have to turn the tide. I don't want turn-by-turn agonising and optimising of actions - that's for Dungeon Command. [/QUOTE]
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