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4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="S'mon" data-source="post: 6075076" data-attributes="member: 463"><p>In your gondola example it sounds like you were taking the DMG's very very rough guidelines on breaking objects, and using them for a purpose for which they were not intended. Because breaking the gondola was critically important to scene resolution, the 'correct' intended way to do your gondola-breaking in 4e would actually be a Skill Challenge (probably 6 or 9 successes and mostly Hard DCs, depending on the attacks used, failure = can't be broken within the duration of the encounter). I certainly appreciate that the DMG does not do a great job of making this clear.</p><p></p><p>You could do the gondola-breaking as process-simulation in 4e, and I might well do it that way, but then you would have needed to work out appropriate defenses, Damage Resistance, and hit points for the cable - and the DMG doesn't give you most of that, so you would have needed to use your own judgement.</p><p></p><p>Edit: Still, it is FAR better that you erred on the side of making the gondola too easy to break, resolving the scene too early. The one really bad experience I have had playing 4e was a GM who did the opposite - there was exactly one way to end the encounter, by solving the arcane multi-stage skill challenge/puzzle trap the way he had designed it, and damned if he was going to let me do anything else. To do so he arbitrarily made the stonework of the traproom door & frescoes completely immune to my dwarf barbarian's GIANT HAMMER and massive damage rolls, in order to railroad the resolution the way he had intended. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" />Whereas in your case, you might have been a bit unhappy but I bet the players didn't mind much! <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></blockquote><p></p>
[QUOTE="S'mon, post: 6075076, member: 463"] In your gondola example it sounds like you were taking the DMG's very very rough guidelines on breaking objects, and using them for a purpose for which they were not intended. Because breaking the gondola was critically important to scene resolution, the 'correct' intended way to do your gondola-breaking in 4e would actually be a Skill Challenge (probably 6 or 9 successes and mostly Hard DCs, depending on the attacks used, failure = can't be broken within the duration of the encounter). I certainly appreciate that the DMG does not do a great job of making this clear. You could do the gondola-breaking as process-simulation in 4e, and I might well do it that way, but then you would have needed to work out appropriate defenses, Damage Resistance, and hit points for the cable - and the DMG doesn't give you most of that, so you would have needed to use your own judgement. Edit: Still, it is FAR better that you erred on the side of making the gondola too easy to break, resolving the scene too early. The one really bad experience I have had playing 4e was a GM who did the opposite - there was exactly one way to end the encounter, by solving the arcane multi-stage skill challenge/puzzle trap the way he had designed it, and damned if he was going to let me do anything else. To do so he arbitrarily made the stonework of the traproom door & frescoes completely immune to my dwarf barbarian's GIANT HAMMER and massive damage rolls, in order to railroad the resolution the way he had intended. :mad:Whereas in your case, you might have been a bit unhappy but I bet the players didn't mind much! :) [/QUOTE]
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