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D&D Older Editions, OSR, & D&D Variants
4e and reality
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<blockquote data-quote="LostSoul" data-source="post: 5315661" data-attributes="member: 386"><p>Oh yeah, that. I had a laugh at that! I don't know why I forgot about that quote.</p><p></p><p>One interesting thing I'm experiencing playing my 4E hack is that I'm finding it easier to DM, even though I put in all these places for judgement calls based on the fiction. For example - Silverleaf can use Evasive Strike whenever his foe is "distracted". I have to decide if the foe is distracted or not, enabling him to jump back and fire a couple of arrows.</p><p></p><p>Reading your posts it's making me think - if there are no strict rules on when to apply the mechanics, not only do you have to know the rules, but when to apply them! It's a lot of pressure. It suggests to me that you need to know why the rules work the way they do, how one rule affects the rest of the game and influences the choices the players make, in order to make a decision. That's something that not a lot of games go into detail about ('Time is what makes recovery of hit points meaningful').</p><p></p><p>My hack has some principles that make it easy, and I don't have to worry about if I should apply the action resolution rules or not. The rules say when you use them, and I have been following that, and it's making DMing much more comfortable. There are some other rules that I'm discovering, such as "If you don't know how long an action takes, make it take one "wandering monster" cycle."</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5315661, member: 386"] Oh yeah, that. I had a laugh at that! I don't know why I forgot about that quote. One interesting thing I'm experiencing playing my 4E hack is that I'm finding it easier to DM, even though I put in all these places for judgement calls based on the fiction. For example - Silverleaf can use Evasive Strike whenever his foe is "distracted". I have to decide if the foe is distracted or not, enabling him to jump back and fire a couple of arrows. Reading your posts it's making me think - if there are no strict rules on when to apply the mechanics, not only do you have to know the rules, but when to apply them! It's a lot of pressure. It suggests to me that you need to know why the rules work the way they do, how one rule affects the rest of the game and influences the choices the players make, in order to make a decision. That's something that not a lot of games go into detail about ('Time is what makes recovery of hit points meaningful'). My hack has some principles that make it easy, and I don't have to worry about if I should apply the action resolution rules or not. The rules say when you use them, and I have been following that, and it's making DMing much more comfortable. There are some other rules that I'm discovering, such as "If you don't know how long an action takes, make it take one "wandering monster" cycle." [/QUOTE]
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