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General Tabletop Discussion
*TTRPGs General
4E and "Old School Gaming" (and why they aren't mutually exclusive"
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<blockquote data-quote="ExploderWizard" data-source="post: 4535813" data-attributes="member: 66434"><p>I currently get to play 1 regular (4-6 hour) session every 2 weeks and I still don't consider not being in combat the entire session to be a waste of time.</p><p> </p><p> </p><p> </p><p>Its actually not that hard. Once you know the Ads/ Disads and skills of the PC's, challenges are easy. Success is not determined as much by what they can beat, instead it is determined by how well the player role-plays the character as it is defined. A character who was successful in an adventure by being super heroic when he is defined by the player as being a coward will be lucky to get any reward. If that same character had faced danger and hid, or let others deal with it and there was a failure because of that, then the player would be rewarded for staying true to the character. </p><p> </p><p> </p><p> </p><p>Its all about knowing what your players want. The system should provide robust options for both combat and non-combat and leave the balance to the DM. If you balance only for combat then you have made a combat game. If thats what everyone wants its the Holy Grail. If you have a mixed group including people that want to be just as good at doing things out of combat as others are in combat then a system that allows for that helps a lot. Sure you have skills but the combat character has the same stuff. In order to be balanced you have to take a heaping serving of combat powers and are still no better at other things than Mr. combat. </p><p> </p><p>In effect, the DM is taken out of the loop for providing overall campaign balance, leaving the same flavor for every game.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4535813, member: 66434"] I currently get to play 1 regular (4-6 hour) session every 2 weeks and I still don't consider not being in combat the entire session to be a waste of time. Its actually not that hard. Once you know the Ads/ Disads and skills of the PC's, challenges are easy. Success is not determined as much by what they can beat, instead it is determined by how well the player role-plays the character as it is defined. A character who was successful in an adventure by being super heroic when he is defined by the player as being a coward will be lucky to get any reward. If that same character had faced danger and hid, or let others deal with it and there was a failure because of that, then the player would be rewarded for staying true to the character. Its all about knowing what your players want. The system should provide robust options for both combat and non-combat and leave the balance to the DM. If you balance only for combat then you have made a combat game. If thats what everyone wants its the Holy Grail. If you have a mixed group including people that want to be just as good at doing things out of combat as others are in combat then a system that allows for that helps a lot. Sure you have skills but the combat character has the same stuff. In order to be balanced you have to take a heaping serving of combat powers and are still no better at other things than Mr. combat. In effect, the DM is taken out of the loop for providing overall campaign balance, leaving the same flavor for every game. [/QUOTE]
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4E and "Old School Gaming" (and why they aren't mutually exclusive"
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