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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="Manbearcat" data-source="post: 6794719" data-attributes="member: 6696971"><p>Honestly, the more I think about it, I would just hack Dungeon World with the following:</p><p></p><p>1) Add Healing Surges, Second Winds, and class moves that trigger the use of surges in combat. </p><p></p><p>2) Give all monsters stuff that front-loads their payload (eg first damage is either best of 2 dice or +1d6 or something).</p><p></p><p>* Those two should engender the "Rally Narrative" that is quintessential 4e combat.</p><p></p><p>3) Deepen and broaden the tags and their usage (the Forceful tag becoming even more rampant than it already is - it is effectively "forced movement") and have synergy with the usage of tags (eg they trigger player moves).</p><p></p><p>4) Have each player start combat with 1 Prep (basically the encounter power facet of play).</p><p></p><p>Dungeon World (GMed correctly and deftly) hews so much to 4e's high-octane, push play toward conflict aesthetic and its action/adventure, big-damn-hero genre tropes (PCs start out extremely robust and merely broaden their resource-base as play progresses) that the only thing it is really missing is the "Rally Narrative" and some more depth in "team synergy" (it is already there, but to 4e-ify it, it needs to be amped up).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6794719, member: 6696971"] Honestly, the more I think about it, I would just hack Dungeon World with the following: 1) Add Healing Surges, Second Winds, and class moves that trigger the use of surges in combat. 2) Give all monsters stuff that front-loads their payload (eg first damage is either best of 2 dice or +1d6 or something). * Those two should engender the "Rally Narrative" that is quintessential 4e combat. 3) Deepen and broaden the tags and their usage (the Forceful tag becoming even more rampant than it already is - it is effectively "forced movement") and have synergy with the usage of tags (eg they trigger player moves). 4) Have each player start combat with 1 Prep (basically the encounter power facet of play). Dungeon World (GMed correctly and deftly) hews so much to 4e's high-octane, push play toward conflict aesthetic and its action/adventure, big-damn-hero genre tropes (PCs start out extremely robust and merely broaden their resource-base as play progresses) that the only thing it is really missing is the "Rally Narrative" and some more depth in "team synergy" (it is already there, but to 4e-ify it, it needs to be amped up). [/QUOTE]
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