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A Return to the Dungeon
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<blockquote data-quote="Rechan" data-source="post: 5135582" data-attributes="member: 54846"><p>This was my suggestion.</p><p></p><p>Also, this would require scaling mechanics back - as others have suggested. Classes and races give their features for the encounter. So classes and races would need their features to facilitate the Adventure, rather than the encounter.</p><p></p><p>For instance, Dwarves would get a bonus when underground, dealing with underground dungeons. Possibly a boost to the Dungeoneering skill. Elves in wilderness adventures. Half-Elves in city/political adventures. </p><p></p><p>The Economy could be shifted to a more abstract Resources mechanic. That way the resources reflects more than just GP - it could be favors, it could be a Boon you received from the ghost you freed. Resources could be used for bribes, for getting ahold of a one-use item to bypass or shortcut something. </p><p></p><p>It's very hard to make "Door A vs. B" an important choice when it's uninformed. So making that choice informed would be useful. For instance, "This route is shorter but more dangerous" "This route leads to a dead end". PCs might be willing to go to the dead end because There Might Be Treasure There, or they might take the short route to get to the END first. But, as pointed out, remember - the goal is also to explore the dungeon, to see everything, not to just get to the end as fast as can be and leave many stones unturned.</p><p></p><p>I endorse this, as I've had the thought before too. </p><p></p><p>Although to add to this, the notion that "Out of combat = more like combat" isn't necessarily just "OK, I attack the Duke with my 'Words of Niceties' At-Will, and reduce his Social HP to 23...". It's more of an abstraction. Taking the Skill Challenge and removing the successes and failures into a more point based, with powers that help facilitate that. The one thing though to avoid with this kind of model is taking the fun out of it - if you turn out-of-combat into another combat-style situation, it can easily turn into "I 'hit'" "You find treasure". Skill Challenges require narration, so keeping that narration is important. </p><p></p><p>My favorite system uses the same framework for all conflicts (physical, mental and social), so I'm a little biased. <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="Rechan, post: 5135582, member: 54846"] This was my suggestion. Also, this would require scaling mechanics back - as others have suggested. Classes and races give their features for the encounter. So classes and races would need their features to facilitate the Adventure, rather than the encounter. For instance, Dwarves would get a bonus when underground, dealing with underground dungeons. Possibly a boost to the Dungeoneering skill. Elves in wilderness adventures. Half-Elves in city/political adventures. The Economy could be shifted to a more abstract Resources mechanic. That way the resources reflects more than just GP - it could be favors, it could be a Boon you received from the ghost you freed. Resources could be used for bribes, for getting ahold of a one-use item to bypass or shortcut something. It's very hard to make "Door A vs. B" an important choice when it's uninformed. So making that choice informed would be useful. For instance, "This route is shorter but more dangerous" "This route leads to a dead end". PCs might be willing to go to the dead end because There Might Be Treasure There, or they might take the short route to get to the END first. But, as pointed out, remember - the goal is also to explore the dungeon, to see everything, not to just get to the end as fast as can be and leave many stones unturned. I endorse this, as I've had the thought before too. Although to add to this, the notion that "Out of combat = more like combat" isn't necessarily just "OK, I attack the Duke with my 'Words of Niceties' At-Will, and reduce his Social HP to 23...". It's more of an abstraction. Taking the Skill Challenge and removing the successes and failures into a more point based, with powers that help facilitate that. The one thing though to avoid with this kind of model is taking the fun out of it - if you turn out-of-combat into another combat-style situation, it can easily turn into "I 'hit'" "You find treasure". Skill Challenges require narration, so keeping that narration is important. My favorite system uses the same framework for all conflicts (physical, mental and social), so I'm a little biased. :) [/QUOTE]
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