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D&D Older Editions, OSR, & D&D Variants
4E: Resolution & Statistical Curves
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<blockquote data-quote="evildmguy" data-source="post: 2093404" data-attributes="member: 6092"><p>Yes! </p><p></p><p>I am not for 4E, UNLESS it is a big change from the current "war gaming" mechanics of DND, any edition. This isn't an attack on any edition of DND, just my thoughts. I think there are too many rules about combat and not enough rules about drama, characters, and telling an interactive story. I get more information about telling a story from books on writing or White Wolf's books, than I do from DND game books. </p><p></p><p>(Having said that, I haven't bought a DND book in over a year and a half and even my d20 purchases have been less than five for the same period. So, if there are any books out there that do this, please let me know.) </p><p></p><p>What I would like to see is a mechanic like Alternity, where there are levels of success, or something like White Wolf's story teller system, which has a more simple game mechanic with the possibility of being complex if that's what a particular group wants. </p><p></p><p>Further, I want to see more player control over the results. As someone else said, having a character's life or death come down to one roll of the die, and linear at that, instead of more skill being higher chance of success, isn't dramatic or fun, imo. Again, Alternity, Buffy (Unisystem), and the Storytelling game all allow the player's a lot more control over their character's actions, which I agree strongly an RPG should have. </p><p></p><p>For example, Exalted. In combat, you roll a number of d10s equal to your ability + skill. Each success adds to damage! So, there is a reason for improving the skill even when the character hits most of the time! (Anyone else remember the days when THAC0's of < 5 seemed useless? The character hit anything, when -10 was almost the lowest AC, and it didn't matter if they rolled a 5, 11 or 17 to get the hit. Yet it was the only reason to keep advancing the fighter.) The system also allows for things being more difficult by the number of successes needed. It is a good system that does its job of allowing a group to tell an interactive story. </p><p></p><p>Again, this isn't me down on DND of any incarnation. I like DND and played it recently and enjoyed myself a lot more than I thought I would. I am merely finding other game systems that suit my style better, and perhaps am being rude in trying to push that idea onto the DND community with comments like this. From my own perspective, and the many rules arguments I had in playing DND, I would merely like to see DND "improve" itself. I am the first to admit, though, that my improvement is subjective. </p><p></p><p>(Is that PC enough for everyone? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>Have a good one! Take care! </p><p></p><p>edg</p></blockquote><p></p>
[QUOTE="evildmguy, post: 2093404, member: 6092"] Yes! I am not for 4E, UNLESS it is a big change from the current "war gaming" mechanics of DND, any edition. This isn't an attack on any edition of DND, just my thoughts. I think there are too many rules about combat and not enough rules about drama, characters, and telling an interactive story. I get more information about telling a story from books on writing or White Wolf's books, than I do from DND game books. (Having said that, I haven't bought a DND book in over a year and a half and even my d20 purchases have been less than five for the same period. So, if there are any books out there that do this, please let me know.) What I would like to see is a mechanic like Alternity, where there are levels of success, or something like White Wolf's story teller system, which has a more simple game mechanic with the possibility of being complex if that's what a particular group wants. Further, I want to see more player control over the results. As someone else said, having a character's life or death come down to one roll of the die, and linear at that, instead of more skill being higher chance of success, isn't dramatic or fun, imo. Again, Alternity, Buffy (Unisystem), and the Storytelling game all allow the player's a lot more control over their character's actions, which I agree strongly an RPG should have. For example, Exalted. In combat, you roll a number of d10s equal to your ability + skill. Each success adds to damage! So, there is a reason for improving the skill even when the character hits most of the time! (Anyone else remember the days when THAC0's of < 5 seemed useless? The character hit anything, when -10 was almost the lowest AC, and it didn't matter if they rolled a 5, 11 or 17 to get the hit. Yet it was the only reason to keep advancing the fighter.) The system also allows for things being more difficult by the number of successes needed. It is a good system that does its job of allowing a group to tell an interactive story. Again, this isn't me down on DND of any incarnation. I like DND and played it recently and enjoyed myself a lot more than I thought I would. I am merely finding other game systems that suit my style better, and perhaps am being rude in trying to push that idea onto the DND community with comments like this. From my own perspective, and the many rules arguments I had in playing DND, I would merely like to see DND "improve" itself. I am the first to admit, though, that my improvement is subjective. (Is that PC enough for everyone? :) ) Have a good one! Take care! edg [/QUOTE]
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