Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5866395" data-attributes="member: 42582"><p>I basically agree with CJ on this, though probably incline a bit more towards the view that there is mild, active support for some narrative elements outside combat (eg I find the integration of many of the PC build elements into a tightly designed cosmology provides active if modest support for narrative scenario design).</p><p></p><p>There are multiple features of power design that support narrativist play, in my view, but probably the most important are the ways in which they support rather than undercut scene framing that is (by traditional D&D standards) pretty forceful (even if by Forge standards it would be scene as pretty wimpy).</p><p></p><p>Here is one such way: by giving each player a suite of effective resources to bring to a scene, they reduce the pressure on players to question the framing of the scene, to try and push it this way or that in order to increase the resources they have to bring to bear, and instead give players confidence that <em>if they let the GM frame a tough scene</em>, the players will still have the resources to deal with it <em>without having to rely on the GM to cheat</em>. Contrast this with, for example, 2nd ed "storytelling" or classic Dragonlance, both of which want the strong scene framing but, lacking the mechanics to support it, rely upon the players just punting ultimate control over resolution to the GM.</p><p></p><p>Here is another such way: by confing the duration of effects within a scene, they enable scenes to be brought to an end without dragging on for ever, requiring minutiae of durations, bandaging of wounds, etc to be tracked.</p><p></p><p>And in my view 4e has a lot of other features like this which, while not providing strong active support for narrativist play, create a game in which a fairly vanilla narrativism can flourish (vanilla both in mechancial terms, and in the fairly light and traditional nature of the themes that the game best suppots).</p><p> </p><p>Good examples and good analysis. And it fits with my experience. My group is very mechanics-focused - long time Rolemaster players, some former 3E players who were running some fairly complex builds, tactical wargamers/boardgamers, etc - and we want mechanics that deliver. The GM just <em>telling</em> the players that their PCs are hard-pressed, when the mechanical resolution of the scene is indistinguishable from the mechanical resolution of any other scene, won't do the job. They know they're hard pressed - I don't need to tell them! - when half the encounter powers have been used, they're out of dailies and APs, there're 3 surges left in a party of 5, the ranger-cleric only has 13 hp left, and there are still 3 mooncalves to take down! And they'll pull out all the stops, mechanically and creatively, just like desperate adventurers would.</p><p></p><p>Or in a different context: When the sorcerer is on the flying carpet being chased by 3 wyvern-mounted hobgoblins who he <em>knows</em> are faster then him, and the player <em>knows </em>that I'm resolving it as a "4 before 3" skill challenge, and he's rolled a 3 for his two Acrobatics checks to try escaping via clever aerobatical manoeuvres, then he <em>will</em> have his PC unstopper a vial of pure elemental fire to find out what it does when mixed with his ordinary Blazing Starfall attack used both to try and hold off his pursuers and to try and alert the other PCs to his difficult situation. (Answer: when coupled with another 3 or thereabouts for an Arcana check, it will cause an explosion that causes damage to all involved, and that leads to the carpet crashing 50-odd squares away from the other PCs - in turn leading to excited and clever play with the timing of actions, the use of Arcanae Gate, the fighter Mightily Sprinting, etc).</p><p></p><p>For me and my group, at least, this sort of thing is intense and immersive play (immersive in the sense of being immersed in the fictional situation).</p><p></p><p>Anyway, these ares some of my "babies" in the 4e power system that I personally feel D&Dnext is in danger of throwing out.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5866395, member: 42582"] I basically agree with CJ on this, though probably incline a bit more towards the view that there is mild, active support for some narrative elements outside combat (eg I find the integration of many of the PC build elements into a tightly designed cosmology provides active if modest support for narrative scenario design). There are multiple features of power design that support narrativist play, in my view, but probably the most important are the ways in which they support rather than undercut scene framing that is (by traditional D&D standards) pretty forceful (even if by Forge standards it would be scene as pretty wimpy). Here is one such way: by giving each player a suite of effective resources to bring to a scene, they reduce the pressure on players to question the framing of the scene, to try and push it this way or that in order to increase the resources they have to bring to bear, and instead give players confidence that [I]if they let the GM frame a tough scene[/I], the players will still have the resources to deal with it [I]without having to rely on the GM to cheat[/I]. Contrast this with, for example, 2nd ed "storytelling" or classic Dragonlance, both of which want the strong scene framing but, lacking the mechanics to support it, rely upon the players just punting ultimate control over resolution to the GM. Here is another such way: by confing the duration of effects within a scene, they enable scenes to be brought to an end without dragging on for ever, requiring minutiae of durations, bandaging of wounds, etc to be tracked. And in my view 4e has a lot of other features like this which, while not providing strong active support for narrativist play, create a game in which a fairly vanilla narrativism can flourish (vanilla both in mechancial terms, and in the fairly light and traditional nature of the themes that the game best suppots). Good examples and good analysis. And it fits with my experience. My group is very mechanics-focused - long time Rolemaster players, some former 3E players who were running some fairly complex builds, tactical wargamers/boardgamers, etc - and we want mechanics that deliver. The GM just [I]telling[/I] the players that their PCs are hard-pressed, when the mechanical resolution of the scene is indistinguishable from the mechanical resolution of any other scene, won't do the job. They know they're hard pressed - I don't need to tell them! - when half the encounter powers have been used, they're out of dailies and APs, there're 3 surges left in a party of 5, the ranger-cleric only has 13 hp left, and there are still 3 mooncalves to take down! And they'll pull out all the stops, mechanically and creatively, just like desperate adventurers would. Or in a different context: When the sorcerer is on the flying carpet being chased by 3 wyvern-mounted hobgoblins who he [I]knows[/I] are faster then him, and the player [I]knows [/I]that I'm resolving it as a "4 before 3" skill challenge, and he's rolled a 3 for his two Acrobatics checks to try escaping via clever aerobatical manoeuvres, then he [I]will[/I] have his PC unstopper a vial of pure elemental fire to find out what it does when mixed with his ordinary Blazing Starfall attack used both to try and hold off his pursuers and to try and alert the other PCs to his difficult situation. (Answer: when coupled with another 3 or thereabouts for an Arcana check, it will cause an explosion that causes damage to all involved, and that leads to the carpet crashing 50-odd squares away from the other PCs - in turn leading to excited and clever play with the timing of actions, the use of Arcanae Gate, the fighter Mightily Sprinting, etc). For me and my group, at least, this sort of thing is intense and immersive play (immersive in the sense of being immersed in the fictional situation). Anyway, these ares some of my "babies" in the 4e power system that I personally feel D&Dnext is in danger of throwing out. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
Top