LostSoul
Adventurer
Once again, thanks for the discussion, Bryon; it's helped me analyse how my game works and how I'd like it to work.
Do you think it would be possible to do both? That is, tie the narrative to the math so that you get the benefit of both approaches. You could then work with the narrative to get an approximate level or work with the level to get an approximate narrative.
I'm still trying to think about the best way to do this in my game, while still working within the boundaries that 4E has. I don't know if that will be possible, though. I don't mind that it's a different system but I still want to be able to use the monster manuals without too much variance.
What I'm thinking is, for my game, that I'll have a table describing different ways of getting AC (quick, big & tough, armoured), describe what each AC value means, as well as an approximate level as to when that sort of narrative should show up. eg. If you have natural scales as strong as a few inches of steel, you should probably be level x. Or if you're able to afford plate armour you should probably be level y. That way I can, while running a 4E hack, change the narrative description of the creature to match its AC.
Question: do you think that approach is still missing the point?
In my game the whole point of that would be to allow players to make decisions based on their game world knowledge - eg. These brigands are wearing scale, so either they're high level or working for someone with deep pockets. Best be wary.
I'm going to want every stat across the board to fit the narrative and NONE of them to be tied to "the math".
Do you think it would be possible to do both? That is, tie the narrative to the math so that you get the benefit of both approaches. You could then work with the narrative to get an approximate level or work with the level to get an approximate narrative.
I'm still trying to think about the best way to do this in my game, while still working within the boundaries that 4E has. I don't know if that will be possible, though. I don't mind that it's a different system but I still want to be able to use the monster manuals without too much variance.
What I'm thinking is, for my game, that I'll have a table describing different ways of getting AC (quick, big & tough, armoured), describe what each AC value means, as well as an approximate level as to when that sort of narrative should show up. eg. If you have natural scales as strong as a few inches of steel, you should probably be level x. Or if you're able to afford plate armour you should probably be level y. That way I can, while running a 4E hack, change the narrative description of the creature to match its AC.
Question: do you think that approach is still missing the point?
In my game the whole point of that would be to allow players to make decisions based on their game world knowledge - eg. These brigands are wearing scale, so either they're high level or working for someone with deep pockets. Best be wary.