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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: 7536772" data-attributes="member: 6696971"><p>Alright, back to the original thrust of the thread.</p><p></p><p>So assuming 1 of the Fighter/Rogue successfully deal with the mothership's request for authenticaltion, we would have the scenario where the PCs either:</p><p></p><p>1) Defeat the Minions/Trap before round 5 and gain success 5 (vs 1 failure), or...</p><p></p><p>2) Fail to defeat the encounter before round 5 and deal with another wave. Then if they win before round 8, they succeed. If they fail, the Time Reaper activates and the PCs are lost in time in some consequential moment in history that relates to one or all of their characters' Epic Destinies.</p><p></p><p>Assuming success, they'd be facing the puzzle to enter the hangar. </p><p></p><p>The way I'd resolve that in 4e would be a simple eggshell timer (probably 10 minutes). Correctly solve the puzzle before the timer goes off and they gain their final success which yields access to the mothership where a new conflict would ensue. Fail to do so and see the last sentence of (2) above.</p><p></p><p>[HR][/HR]</p><p></p><p>In Trad D&D, things are happening differently.</p><p></p><p>1) Exploration Turn 1 will involve the Wizard casting Fly on him/herself while the Fighter and Rogue trying to activate the Hoverpods. Typically, they're rolling 1d6 and a 1 or a 2 (if some special circumstances allow greater odds of success) to find out what happens. I think in this case (with their exposure to alien tech prior, etc) I'd give them a 1/2 chance on the d6. Failure would initiate a trap (probably a self-destruct sequence or maybe it animates via AI and attacks).</p><p></p><p>2) Getting to the mothership would involve 3 to 6 Exploration Turns (360 feet per Turn for Fly, something comparable for the Hoverpods) depending on if its normal rate or 1/2 for obstacles (storm, strong winds, fog, maybe some sort of repulsion field by the mother ship). </p><p></p><p>So with 1 and 2 combined we're looking at between 2 and 3 (on the cusp of 4) Wandering Monster rolls.</p><p></p><p>3) Its very possible if a WM check hits on the way up that we see a similar situation where the mothership's request for authentication is the encounter.</p><p></p><p>Then, if the PCs don't deal with her request sufficiently, she deploys countermeasures (something similar, though not remotely as tactically deep given the combat engines) and we've got a combat. Or, maybe she takes over the vessels/tractor beams them into the hangar where a very dangerous (and resource costly) encounter ensues where the Fighter and the Rogue start off in a pickle (where Rogues, certainly Expert and even Champion Rogues, aren't terribly robust in symmetric, frontal, physical combat...not so in 4e or 5e).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7536772, member: 6696971"] Alright, back to the original thrust of the thread. So assuming 1 of the Fighter/Rogue successfully deal with the mothership's request for authenticaltion, we would have the scenario where the PCs either: 1) Defeat the Minions/Trap before round 5 and gain success 5 (vs 1 failure), or... 2) Fail to defeat the encounter before round 5 and deal with another wave. Then if they win before round 8, they succeed. If they fail, the Time Reaper activates and the PCs are lost in time in some consequential moment in history that relates to one or all of their characters' Epic Destinies. Assuming success, they'd be facing the puzzle to enter the hangar. The way I'd resolve that in 4e would be a simple eggshell timer (probably 10 minutes). Correctly solve the puzzle before the timer goes off and they gain their final success which yields access to the mothership where a new conflict would ensue. Fail to do so and see the last sentence of (2) above. [HR][/HR] In Trad D&D, things are happening differently. 1) Exploration Turn 1 will involve the Wizard casting Fly on him/herself while the Fighter and Rogue trying to activate the Hoverpods. Typically, they're rolling 1d6 and a 1 or a 2 (if some special circumstances allow greater odds of success) to find out what happens. I think in this case (with their exposure to alien tech prior, etc) I'd give them a 1/2 chance on the d6. Failure would initiate a trap (probably a self-destruct sequence or maybe it animates via AI and attacks). 2) Getting to the mothership would involve 3 to 6 Exploration Turns (360 feet per Turn for Fly, something comparable for the Hoverpods) depending on if its normal rate or 1/2 for obstacles (storm, strong winds, fog, maybe some sort of repulsion field by the mother ship). So with 1 and 2 combined we're looking at between 2 and 3 (on the cusp of 4) Wandering Monster rolls. 3) Its very possible if a WM check hits on the way up that we see a similar situation where the mothership's request for authentication is the encounter. Then, if the PCs don't deal with her request sufficiently, she deploys countermeasures (something similar, though not remotely as tactically deep given the combat engines) and we've got a combat. Or, maybe she takes over the vessels/tractor beams them into the hangar where a very dangerous (and resource costly) encounter ensues where the Fighter and the Rogue start off in a pickle (where Rogues, certainly Expert and even Champion Rogues, aren't terribly robust in symmetric, frontal, physical combat...not so in 4e or 5e). [/QUOTE]
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