RangerWickett
Legend
KM, do you want to tweak D&D, or create a new system? D&D undeniably has sacred cows like classes and levels. Even if classes are less strict, they still need to be there.
A thought proposed in the other thread is that 4e works to make sure each class has interesting options each round of combat in every encounter. In this hypothetical system, maybe we want to give each class (whatever a 'class' here entails) interesting options during each 'round,' whether that round is a 6-second combat round, or a 10 minute roleplaying scene, or a day-long exploration scene. And somehow we want to unify these options in a small number of resource pools.
4e uses HP with healing surges, and various frequencies of powers. There's very little in the way of long term consequences; either you succeed a combat or you're dead. 4e's design goal is that you end up with a nearly clean slate after each encounter, so there's less to track. This causes players to subconsciously focus on the short term, making the right choice at this instant, rather than weighing short- and long-term consequences.
I don't quite know where I'm going with this. *chagrined smile*
Hm. Maybe we need to consider different types of challenges, and come up with ideas that might make sense narratively, but that don't work in the current version of the rules.
A thought proposed in the other thread is that 4e works to make sure each class has interesting options each round of combat in every encounter. In this hypothetical system, maybe we want to give each class (whatever a 'class' here entails) interesting options during each 'round,' whether that round is a 6-second combat round, or a 10 minute roleplaying scene, or a day-long exploration scene. And somehow we want to unify these options in a small number of resource pools.
4e uses HP with healing surges, and various frequencies of powers. There's very little in the way of long term consequences; either you succeed a combat or you're dead. 4e's design goal is that you end up with a nearly clean slate after each encounter, so there's less to track. This causes players to subconsciously focus on the short term, making the right choice at this instant, rather than weighing short- and long-term consequences.
I don't quite know where I'm going with this. *chagrined smile*
Hm. Maybe we need to consider different types of challenges, and come up with ideas that might make sense narratively, but that don't work in the current version of the rules.
Last edited: