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D&D Older Editions, OSR, & D&D Variants
4E's "Proud Nails"
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<blockquote data-quote="Crazy Jerome" data-source="post: 5862846" data-attributes="member: 54877"><p>Well, the concept is one of heroic pacing in the narrative--the characters push on despite their injuries and fatigue. That's well enough. But the mechanics of getting one milestone per two (meaningful) encounters (even if you vary it), and this basicaly unlocking action points (and before, a few item activations)--besides being ticky tacky and weak, doesn't give you much mechanical levers to move, no decisions to make, etc.</p><p> </p><p>It would be a <strong>major</strong> improvement, for example, if action points had been sufficiently nifty that each milestone gave you the choice of one action point, one daily recharge, or maybe a chance at a surge coming back (higher chance for high surge characters). Get that balanced well, and that is an interesting decision that affects everything that comes after in the adventure. Plus, having three things, if you want to vary this for style (or a particular adventure), you can drop one of them or replace it with something else, for even more interest. That's off the top of my head. I'm sure that playtesting could find even better choices.</p><p> </p><p>Then, make the acquisition of milestones have a player-driven component somehow. Perhaps a "milestone" typically requires completing two or three related things. If you beat the goblin guards, steal the treasure, and rescue the prisoner, get a milestone. Miss any of those, no milestone for you! Or make them that tough or tougher to get, unless done in pursuit of a minor or major quest. Suddenly, you've made the personal quest system more interesting. Or set up part of milestone acquisition in skill challenges--participate, and you get a bump towards them, pass or aid another, you don't. Milestones are supposed to increase participation, but yet we have the original skill challenge rules needing to require participation by fiat to work right.</p><p> </p><p>There's a heck of a lot of conceptual area left unexplored in those interactions.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5862846, member: 54877"] Well, the concept is one of heroic pacing in the narrative--the characters push on despite their injuries and fatigue. That's well enough. But the mechanics of getting one milestone per two (meaningful) encounters (even if you vary it), and this basicaly unlocking action points (and before, a few item activations)--besides being ticky tacky and weak, doesn't give you much mechanical levers to move, no decisions to make, etc. It would be a [B]major[/B] improvement, for example, if action points had been sufficiently nifty that each milestone gave you the choice of one action point, one daily recharge, or maybe a chance at a surge coming back (higher chance for high surge characters). Get that balanced well, and that is an interesting decision that affects everything that comes after in the adventure. Plus, having three things, if you want to vary this for style (or a particular adventure), you can drop one of them or replace it with something else, for even more interest. That's off the top of my head. I'm sure that playtesting could find even better choices. Then, make the acquisition of milestones have a player-driven component somehow. Perhaps a "milestone" typically requires completing two or three related things. If you beat the goblin guards, steal the treasure, and rescue the prisoner, get a milestone. Miss any of those, no milestone for you! Or make them that tough or tougher to get, unless done in pursuit of a minor or major quest. Suddenly, you've made the personal quest system more interesting. Or set up part of milestone acquisition in skill challenges--participate, and you get a bump towards them, pass or aid another, you don't. Milestones are supposed to increase participation, but yet we have the original skill challenge rules needing to require participation by fiat to work right. There's a heck of a lot of conceptual area left unexplored in those interactions. [/QUOTE]
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