AbdulAlhazred
Legend
I'm not very versed in any of the variants of 5e, so how is this different from the Battlemaster Superiority Dice?expertise dice in a5e start at 1d4 and stack up to 1d8 (or 1d12 if you have certain features)
I'm not very versed in any of the variants of 5e, so how is this different from the Battlemaster Superiority Dice?expertise dice in a5e start at 1d4 and stack up to 1d8 (or 1d12 if you have certain features)
...because it's for a completely different purpose? superiority dice fuel maneuvers. a5e expertise dice replace rogue/bard expertise (and make the feature more commonly available).I'm not very versed in any of the variants of 5e, so how is this different from the Battlemaster Superiority Dice?
Now that you mention it, yeah, I think that's what it was.Perhaps conflating it with boons and banes from the Shadow of Demon Lord?
4e should be articulated as an engine for low myth Story Now sort of play. This doesn't require ANY actual hard rules changes (some cleanups and fixes are good), but simply a more coherent presentation. Ideally a few areas would be adjusted a bit to conform more to that sort of play, and particularly the techniques of reconceptualizing the color over the advance from tier to tier. The only piece of actual crunch that impacts is things like jumping distances and a few specific things like that. Jumping distance itself is a bit tricky, as in combat you'd like a fairly well-defined and limited value that can be calculated, but more the opposite in a general sense (IE Epic PCs jumping giant chasms is totally cromulent). I'm not sure how to address that aspect exactly, as 4e is a bit of an odd duck of a game in the sense of wanting to be both very narrative AND have a detailed tactical combat system. It works, but now and then you do run into these conflicting design goals.I haven't the time to review this entire thread, but besides rules, what packaging/marketing approaches would people take with a new 4e?
For example - is there a setting that seems particularly well suited to highlight what's great about 4e? Is it Nentir Vale? Or perhaps another one?
Is there an existing adventure or adventure path that seems well suited?
Is PHB/MM/DMG the best way to release? Or is there another way to do it, again to showcase 4e?
What else?
My experience has not been one of "endlessly" getting Just One More Thing any more nor less than with other forms of stacking. That is, there's just as much "oh wait, I also have X!" or "shouldn't this have Y?" either way. Yes, there is somewhat less incentive, but I find that that compensates for (most) of the time gained by meaning people aren't as driven to remember.Hmm, lets think about this...
Well, it avoids all the adding and subtracting and looking endlessly for one more thing. Generally on the GM side if the bad guys have advantage or conversely grant the PCs disadvantage, there's a short list of ways that can happen (if your monster/scenario design makes that a long list maybe you should sharpen up the design). In practice we have found it speeds up play when it replaces all situational modifiers, but YMMV I guess?
I mean, that's fair, but I still feel like there's this severe tension going on here, the precise inverse of the aforementioned "looking endlessly for one more thing" problem. That is, as I said, it severely flattens the gameplay space: either you have a thing, or you don't. I fully admit that it's very easy to go overboard with situational stacking modifiers, but having things HARD stop at "well you have an effect, get on with it" can be very disempowering: if you don't hand out bonuses when the players do something clever or effective (likely, to preserve the utility of the one and only bonus they're allowed to pick up), then there's far less incentive to actually DO clever or effective things and much more to simply pursue satisficing; and if you do hand out bonuses to reward clever/effective play, well, now you run the risk of over-use. It sounds like you prefer to err on the side of not giving out bonuses even when it might feel warranted, in order to preserve the specialness. Since I don't like either of these outcomes, I'm not really keen on stuff that requires me to choose between them.I hear what you are saying, OTOH we decided way back when it would be utilized in certain specific situations and not in basically any others, though there is some slight wiggle room outside of combat. It hasn't presented an issue at this point. It comes up enough to matter, but not enough to become just an ordinary thing. Given that I am the one designing my game, I don't have to let things get borked up.
Personally, I think this is a function of how you design the rest of the game around it, rather than the bonuses themselves or lack thereof. Really good design should always have this as its loftiest goal, a smooth-as-butter approach where things just naturally work. But sometimes, to hone a finer edge, you need a finer grit, as it were. A blunt instrument's simplicity can be its strength and also its weakness. Hammers are great for a lot of things, but the moment you have a screw, they're useless.I just find this to be too much mental effort for my 60-year-old brain to put it bluntly. When I play I want things to MOVE and FLOW and just not get hung up on if something did or didn't stack and focused on adding up 6 different tiny little bonuses. So, maybe that's part of why my design feels right for HoML, because it is not a game of little nitty gritty stuff. The heroes are not grubbing for points. They are being clever, and deploying skill in terms of obtaining advantage whenever they can, and in how they deploy their power points, etc.
Are they more likely to? I haven't personally seen that much of an impetus. I instead see, as I said above, "satisficing": doing just enough to get the one-and-only bonus, and then not engaging further. Why bother? It doesn't get you anything. Note, this isn't a matter of not roleplaying. It's a matter of disengagement. Do what you need to do and no more; any further effort is wasted, that could've been put toward anything else. Doing "crazy stuff" requires that the reward be well worth the risk, and with a one-and-only bonus, it frankly often isn't. Especially since Advantage doesn't actually let you succeed better, it just lets you succeed more often.Combat is supposed to be tactical, but you are more likely to do crazy stuff and focus less on small numbers of opponents. The '5x5' format of 4e combats is fine, but I find it too limited.
In fairness, that thing is (like most stuff I share on here) completely spitballed. If I were actually doing a design rather than a mere conceptual proposal, I'd be more rigorous about it (and expect quite a bit more testing.)Well, I have a bit more specifically specified process for how a situation is mapped onto a roll, though I don't think it really is much different from what you are saying in practice.
That....sounds like a lot of the bookkeeping you seem to want to avoid? I'm not really sure how this avoids having to check over things to determine which bonus applies...you're just looking over your list of "permanent" bonuses rather than temporary ones and arguing for the best possible one?In any case, you'd have to play it to see, as in some sense there is terminological variation here too. Like, your 'fixed' bonuses CAN actually be dependent on situation. Permanent bonuses in particular frequently have things like keyword bindings, so "Cold Iron Knife: +3 permanent bonus to attack and damage rolls vs fey creatures" is a thing. Now, you might have some other +3 permanent bonus and not care about this, but chances are you don't, so its likely there's going to be a bit of figuring at the start of a fight, though I tend to stick to a theme for at least the arc of a challenge or quest, so you probably just write down your total adjusted base bonus the first time this comes up. That's a bit like your 'boosted' kind of idea, but more restricted. I guess technically powers could play games with this, but I have not really wanted to go down that path, beyond maybe some that do extra damage vs certain keywords.
It certainly could work. A small set of bonuses, with particular triggers, and exception-based design for allowing limited, controlled stepping outside the narrow definitions. Perhaps re-factor the bonus types thing: remove untyped bonuses (all bonuses must have some kind of type), and reduce the number of bonus types to a short list. E.g. Action, Item, Inherent, Situational, Other? Default bonus is +1, so normally you only get (at most) +5, but again exception-based design might increase these things further. And then borrow your "Permanent" bonus category, for things that are meant to basically never ever change and (generally) aren't particularly situational. So a +N Sword is a "permanent" bonus, but the "Ogreslaying" modifier gives a Situational bonus (+1) when, y'know, slaying ogres. And then you could have a Warlord daily power (or whatever we call such things) which increases your allies' Situational bonuses by some amount.So, is there a more generalizable concept there?
Make it drip with aesthetic style, but also make sure it preserves as much as possible ease of reading, both in the sense of "easy to digest" and in the sense of "easy on the eyes," since the former is useful for new players and the latter for long-time players who have grown not only grey but almost blind in the service of their campaignsI haven't the time to review this entire thread, but besides rules, what packaging/marketing approaches would people take with a new 4e?
Nentir Vale (and the wider cosmology of the World Axis) is very good for 4e, so I would probably keep it. If I chose anything else, it would be Chris Perkins' Iomandra, mostly because he built it for 4e and it is really damn cool. Strong potential for "monster of the week" play because the world is mostly an archipelago.For example - is there a setting that seems particularly well suited to highlight what's great about 4e? Is it Nentir Vale? Or perhaps another one?
If you want an adventure path, go with Zeitgeist. It was originally for 4e, and everything I've heard says it's among the best.Is there an existing adventure or adventure path that seems well suited?
I think it's fine. I don't think you would get much benefit from trying to make an omnibus book. Maybe you could get away with trimming down the Monster Manual, merging it into the DMG, and then bulking up the PHB to match (e.g., throw in some of the PHB2 classes)? I definitely don't think it would work well as a single volume, it would cover too much ground.Is PHB/MM/DMG the best way to release? Or is there another way to do it, again to showcase 4e?
Rework the "power card" format so that it feels more naturalistic, while preserving its quick-read functionality as much as possible. There has to be a better happy medium between "literally read three paragraphs before you know what this spell actually DOES" and "sterile six-line description."What else?
Well, I would never say that my ideas have had sufficient testing. And they may only hold up well under specific conditions that are basically 'how I play', but its hard to say. I don't really envy commercial game designers that much.My experience has not been one of "endlessly" getting Just One More Thing any more nor less than with other forms of stacking. That is, there's just as much "oh wait, I also have X!" or "shouldn't this have Y?" either way. Yes, there is somewhat less incentive, but I find that that compensates for (most) of the time gained by meaning people aren't as driven to remember.
It's not that there's zero time savings. It's that the time savings is quite modest, but because the net effect is identical to 5e-style non-stacking, you make exactly the same sacrifice. Getting less time savings for the same cost is unsatisfying, and doesn't feel like a creative solution.
I mean, that's fair, but I still feel like there's this severe tension going on here, the precise inverse of the aforementioned "looking endlessly for one more thing" problem. That is, as I said, it severely flattens the gameplay space: either you have a thing, or you don't. I fully admit that it's very easy to go overboard with situational stacking modifiers, but having things HARD stop at "well you have an effect, get on with it" can be very disempowering: if you don't hand out bonuses when the players do something clever or effective (likely, to preserve the utility of the one and only bonus they're allowed to pick up), then there's far less incentive to actually DO clever or effective things and much more to simply pursue satisficing; and if you do hand out bonuses to reward clever/effective play, well, now you run the risk of over-use. It sounds like you prefer to err on the side of not giving out bonuses even when it might feel warranted, in order to preserve the specialness. Since I don't like either of these outcomes, I'm not really keen on stuff that requires me to choose between them.
Personally, I think this is a function of how you design the rest of the game around it, rather than the bonuses themselves or lack thereof. Really good design should always have this as its loftiest goal, a smooth-as-butter approach where things just naturally work. But sometimes, to hone a finer edge, you need a finer grit, as it were. A blunt instrument's simplicity can be its strength and also its weakness. Hammers are great for a lot of things, but the moment you have a screw, they're useless.
Are they more likely to? I haven't personally seen that much of an impetus. I instead see, as I said above, "satisficing": doing just enough to get the one-and-only bonus, and then not engaging further. Why bother? It doesn't get you anything. Note, this isn't a matter of not roleplaying. It's a matter of disengagement. Do what you need to do and no more; any further effort is wasted, that could've been put toward anything else. Doing "crazy stuff" requires that the reward be well worth the risk, and with a one-and-only bonus, it frankly often isn't. Especially since Advantage doesn't actually let you succeed better, it just lets you succeed more often.
In fairness, that thing is (like most stuff I share on here) completely spitballed. If I were actually doing a design rather than a mere conceptual proposal, I'd be more rigorous about it (and expect quite a bit more testing.)
That....sounds like a lot of the bookkeeping you seem to want to avoid? I'm not really sure how this avoids having to check over things to determine which bonus applies...you're just looking over your list of "permanent" bonuses rather than temporary ones and arguing for the best possible one?
It certainly could work. A small set of bonuses, with particular triggers, and exception-based design for allowing limited, controlled stepping outside the narrow definitions. Perhaps re-factor the bonus types thing: remove untyped bonuses (all bonuses must have some kind of type), and reduce the number of bonus types to a short list. E.g. Action, Item, Inherent, Situational, Other? Default bonus is +1, so normally you only get (at most) +5, but again exception-based design might increase these things further. And then borrow your "Permanent" bonus category, for things that are meant to basically never ever change and (generally) aren't particularly situational. So a +N Sword is a "permanent" bonus, but the "Ogreslaying" modifier gives a Situational bonus (+1) when, y'know, slaying ogres. And then you could have a Warlord daily power (or whatever we call such things) which increases your allies' Situational bonuses by some amount.
There's not much difference between that and having five statuses, e.g. Driven (action bonus), Honed (item bonus), Powerful (inherent), Prepared (situational), Boosted (other), and, just as 4e actually does in a few cases, allowing these diversified Combat Advantage-like statuses to grow bigger than they usually would be IF you already have them. There's still room to search for a benefit you don't have up to a point, but the real meat of play is in leveraging what you have and parleying it into something greater.
As said, this is mostly spitballing, as opposed to your long and considered thought on HOML.