Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
D&D Older Editions
Towards a Story Now 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 7442794" data-attributes="member: 82106"><p>Well, right now you invoke them to use Inspiration, which lets you add a reasonable plot element/twist, or simply change your luck a bit if you want to use it that way. </p><p></p><p>There's also another mechanic that is somewhat parallel, which we haven't discussed yet. That's the Practices rules. Practices are basically a class of utility power you can acquire. This encompasses all of 4e's 'ritual-like' functionality, though some practices can actually work during a combat (action sequence) or be made into preparations which can. Anyway, you invoke them to allow you to make a check in a challenge or combat which wouldn't normally be available. For example if you prepare a ritual of Giant Growth as a potion, you could drink it and get to use arcana to run off some toughs (by scaring them with your now much bigger size). If you want to spend a Vitality Point (sometimes the cost is something else, it depends on the practice) you can automatically pass that check. This is a way of, in a sense, 'compelling' something your character can do.</p><p></p><p>I believe one vital reason these things will work is that there's no such thing as anything arbitrary about any character at any time. Characters advance by acquiring 'boons', each major boon grants a level. Boons come into play only as narrative consequences, so the character's abilities, which boons grant most of, are an outgrowth of the character's story, as is his level of power. Thus even the practices he's got represent who he is. There's no notion in HoML of players just 'picking' something. There are player choices available, and even boons could and often should be a result of conscious player choice, but its not like 4e where you systematically 'build' your character to a plan. Truthfully its pretty flexible, a GM could basically lay all the boon choices at the player's feet, or he could grant all/some of them as he sees fit.</p><p></p><p>To gate GM authority on boons a bit, I was planning to write up the rules for how and when they're given out. One thought was simply to give out one major boon per encounter, or every milestone (that would pace at 4e pace, 10 encounters per level basically). The other option which seems more interesting perhaps, would be to grant a major boon on completion of a major quest, one to each participant. Players are supposed to pick the quests, so that puts the ball much more back in their court. </p><p></p><p>All of this ties together, I assume you can see how. Players would select quests, which determine boons, which then drive leveling and define character's abilities, and possibly even their personality traits (these can change based on experience, though I think the general rule should be largely like BW, the GM has a say in it).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7442794, member: 82106"] Well, right now you invoke them to use Inspiration, which lets you add a reasonable plot element/twist, or simply change your luck a bit if you want to use it that way. There's also another mechanic that is somewhat parallel, which we haven't discussed yet. That's the Practices rules. Practices are basically a class of utility power you can acquire. This encompasses all of 4e's 'ritual-like' functionality, though some practices can actually work during a combat (action sequence) or be made into preparations which can. Anyway, you invoke them to allow you to make a check in a challenge or combat which wouldn't normally be available. For example if you prepare a ritual of Giant Growth as a potion, you could drink it and get to use arcana to run off some toughs (by scaring them with your now much bigger size). If you want to spend a Vitality Point (sometimes the cost is something else, it depends on the practice) you can automatically pass that check. This is a way of, in a sense, 'compelling' something your character can do. I believe one vital reason these things will work is that there's no such thing as anything arbitrary about any character at any time. Characters advance by acquiring 'boons', each major boon grants a level. Boons come into play only as narrative consequences, so the character's abilities, which boons grant most of, are an outgrowth of the character's story, as is his level of power. Thus even the practices he's got represent who he is. There's no notion in HoML of players just 'picking' something. There are player choices available, and even boons could and often should be a result of conscious player choice, but its not like 4e where you systematically 'build' your character to a plan. Truthfully its pretty flexible, a GM could basically lay all the boon choices at the player's feet, or he could grant all/some of them as he sees fit. To gate GM authority on boons a bit, I was planning to write up the rules for how and when they're given out. One thought was simply to give out one major boon per encounter, or every milestone (that would pace at 4e pace, 10 encounters per level basically). The other option which seems more interesting perhaps, would be to grant a major boon on completion of a major quest, one to each participant. Players are supposed to pick the quests, so that puts the ball much more back in their court. All of this ties together, I assume you can see how. Players would select quests, which determine boons, which then drive leveling and define character's abilities, and possibly even their personality traits (these can change based on experience, though I think the general rule should be largely like BW, the GM has a say in it). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Towards a Story Now 4e
Top