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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Compared to Trad D&D; What You Lose, What You Gain
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<blockquote data-quote="Manbearcat" data-source="post: 7527989" data-attributes="member: 6696971"><p>First off, I would HIGHLY recommend purchasing the game for both 4e advocates and non-advocates. Its an incredibly well put together game and the creators should be rewarded for their hard, excellent work.</p><p></p><p>Broadly:</p><p></p><p>Non-combat does have a few scene resolution frameworks. However, its primary engine is PBtA-esque:</p><p></p><p>1) Declare action and pick up d6</p><p>2) If (Dis)Advantage, take 2d6 and take worst/best result.</p><p>3) If Skilled:</p><p></p><p>6: Success with a Bonus</p><p>4-5: Success</p><p>3: Success with a Cost</p><p>2: Twist (complication)</p><p>1: Twist with a Cost</p><p></p><p>4) If Unskilled:</p><p></p><p>6: Success and Learn Skill or with a Bonus</p><p>5: Success</p><p>4: Success with a Cost</p><p>2-3: Twist</p><p>1: Twist with a Cost</p><p></p><p>The Tactical Combat section (there is a basic combat section that follows the above, just like PBtA) has its own chart for Attack Rolls et al.</p><p></p><p>There are other mechanics that interface with everything (such as its namesake; Strikes).</p><p></p><p>The GMing section is bloody fantastic and I'd condone getting the book merely for that alone. Its clear, concise, advocates exactly what a 4e game should advocate for in terms of ethos and in handling minutiae (such as not keeping important metagame information from your players that is essential for their decision-making...make it player-facing).</p><p></p><p>Well worth the cost.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7527989, member: 6696971"] First off, I would HIGHLY recommend purchasing the game for both 4e advocates and non-advocates. Its an incredibly well put together game and the creators should be rewarded for their hard, excellent work. Broadly: Non-combat does have a few scene resolution frameworks. However, its primary engine is PBtA-esque: 1) Declare action and pick up d6 2) If (Dis)Advantage, take 2d6 and take worst/best result. 3) If Skilled: 6: Success with a Bonus 4-5: Success 3: Success with a Cost 2: Twist (complication) 1: Twist with a Cost 4) If Unskilled: 6: Success and Learn Skill or with a Bonus 5: Success 4: Success with a Cost 2-3: Twist 1: Twist with a Cost The Tactical Combat section (there is a basic combat section that follows the above, just like PBtA) has its own chart for Attack Rolls et al. There are other mechanics that interface with everything (such as its namesake; Strikes). The GMing section is bloody fantastic and I'd condone getting the book merely for that alone. Its clear, concise, advocates exactly what a 4e game should advocate for in terms of ethos and in handling minutiae (such as not keeping important metagame information from your players that is essential for their decision-making...make it player-facing). Well worth the cost. [/QUOTE]
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4e Compared to Trad D&D; What You Lose, What You Gain
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