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4e Tiers & Classes - a different take
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<blockquote data-quote="Insight" data-source="post: 4039244" data-attributes="member: 11437"><p>There are already going to be skills, talents, spells, etc that enable things like stealth, subterfuge, and social interaction in 4E. In some games, the players are happy to roll dice, see what happens, and move the game along. For example, let's say one player is a Rogue, and the rest aren't stealth-friendly, so they await the Rogue scouting the area and returning to report what's there. It's better for everyone to have the Rogue make a few skill checks and return (unless he gets seen or caught, then you have a potential combat or chase -- or both!)</p><p></p><p>I don't see why you'd need (or want) something more than that.</p><p></p><p>The thing you want to avoid is a situation where the majority of your players are doing nothing for long stretches of the game session. So, assuming you don't force all of the characters to stay together all the time, the group is going to split up on occasion. Non-stealthy characters don't try to scout, non-social characters don't go to the governor's ball, etc. You're far better served to move the situations along as quickly as possible so as not to bore the crap out of everyone else. That's just the way it is for most groups, including all the groups I have played with for the past 5-7 years.</p></blockquote><p></p>
[QUOTE="Insight, post: 4039244, member: 11437"] There are already going to be skills, talents, spells, etc that enable things like stealth, subterfuge, and social interaction in 4E. In some games, the players are happy to roll dice, see what happens, and move the game along. For example, let's say one player is a Rogue, and the rest aren't stealth-friendly, so they await the Rogue scouting the area and returning to report what's there. It's better for everyone to have the Rogue make a few skill checks and return (unless he gets seen or caught, then you have a potential combat or chase -- or both!) I don't see why you'd need (or want) something more than that. The thing you want to avoid is a situation where the majority of your players are doing nothing for long stretches of the game session. So, assuming you don't force all of the characters to stay together all the time, the group is going to split up on occasion. Non-stealthy characters don't try to scout, non-social characters don't go to the governor's ball, etc. You're far better served to move the situations along as quickly as possible so as not to bore the crap out of everyone else. That's just the way it is for most groups, including all the groups I have played with for the past 5-7 years. [/QUOTE]
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