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11 Reasons Why I Prefer D&D 4E
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<blockquote data-quote="D'karr" data-source="post: 4447280" data-attributes="member: 336"><p>I'll have to disagree. I was sitting at the car shop this morning going for a state inspection and I brought my DMG with me. I started reading the book again to get more familiar with all the info it had.</p><p></p><p>Chapter 1 has a great section for identifying what type of players you have and what makes them tick. So that the DM can find good ground to provide a fun game for each type of player he might have.</p><p></p><p>Chapter 2 concentrates on running the game. It has a really good section on the modes of the game and how each one interacts. Exploration is one of those modes. The chapter also covers pacing and how to make the "environment" exciting. Also how to dispense information to keep suspense and give rewards for clever exploration. Improvisation, props, etc. This chapter is chock full of good advice to run exciting games, even without combat.</p><p></p><p>That's as far as I got with the reading this morning but other sections also include awesome tools for running games that have combat, little combat or no combat. </p><p></p><p>Your example about traveling from A to B trying to avoid starvation, etc. That is quite easily modeled with a Skill Challenge. A mage duel, can be a skill challenge or a combat encounter. Even just a skill check if you choose. I can see opposing mages trying to one-up each other with the use of rituals, arcana checks, history checks, religion checks, diplomacy and even intimidation. </p><p></p><p>So in short, I don't understand these comments about the game ditching all these elements in favor of combat because I can easily point in the book to where it either gives me a tool to do that, or advice on how to do that. And to top it off it gives me advice on how to keep ALL my players involved and having fun.</p></blockquote><p></p>
[QUOTE="D'karr, post: 4447280, member: 336"] I'll have to disagree. I was sitting at the car shop this morning going for a state inspection and I brought my DMG with me. I started reading the book again to get more familiar with all the info it had. Chapter 1 has a great section for identifying what type of players you have and what makes them tick. So that the DM can find good ground to provide a fun game for each type of player he might have. Chapter 2 concentrates on running the game. It has a really good section on the modes of the game and how each one interacts. Exploration is one of those modes. The chapter also covers pacing and how to make the "environment" exciting. Also how to dispense information to keep suspense and give rewards for clever exploration. Improvisation, props, etc. This chapter is chock full of good advice to run exciting games, even without combat. That's as far as I got with the reading this morning but other sections also include awesome tools for running games that have combat, little combat or no combat. Your example about traveling from A to B trying to avoid starvation, etc. That is quite easily modeled with a Skill Challenge. A mage duel, can be a skill challenge or a combat encounter. Even just a skill check if you choose. I can see opposing mages trying to one-up each other with the use of rituals, arcana checks, history checks, religion checks, diplomacy and even intimidation. So in short, I don't understand these comments about the game ditching all these elements in favor of combat because I can easily point in the book to where it either gives me a tool to do that, or advice on how to do that. And to top it off it gives me advice on how to keep ALL my players involved and having fun. [/QUOTE]
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