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D&D Older Editions
A simulationist DM has a few reluctant questions about 4E
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<blockquote data-quote="Surgoshan" data-source="post: 4278698" data-attributes="member: 61205"><p>1) Adventurer skills advance at 1/2 per level, but DCs advance as well. So if you have a strength of 12 and are untrained and are wearing plate armor (weird paladin build), then you'll have a -1 to your Athletics check, and will have to roll 16 or better to get an easy DC at first level. At 30th level, still untrained and with a strength now of 14, he'll have -2 armor check, +2 from strength, +15 from level, and need a 15 to pass an easy skill check at 30th level.</p><p></p><p>By contrast, your trained character in inappropriate armor will need an 11 on the first check and a 10 on the second. A trained and focused character will need an 8 and a 7. A trained and focused character in appropriate armor will need a 6 and a 5. A trained and focused character in appropriate armor and using a skill with a maxed stat will need a 3 or a 2.</p><p></p><p>That is to say, there will always be a difference between people who know what they're doing and people who don't.</p><p></p><p></p><p>2) No more save or die spells, if that's what you mean. No more broken spells (hopefully) either. This isn't a simulationist issue, though.</p><p></p><p>3) What do you mean by explicit vs implicit? It's explicitly stated that you need a short rest to recover an encounter power (a few minutes of rest to get your breath back, let the adrenaline wash away). Thus you can use an encounter power once per combat, regardless of combat length, or once every few minutes outside of combat.</p><p></p><p>4) There are diseases, which are persistent and can get better or worse. There's no system for persistent injuries, but I can't really recall one in earlier editions, except that HP took time to recover. If you want such, you'll have to house rule it like normal. The disease system seems to offer a nice framework for that.</p><p></p><p>cured<>initial effect<>moderate effect<>serious effect<>final state</p><p></p><p>You make an endurance check, failure moves you to the right, success to the left. A competent healer can help you with this. Some diseases have permanent effects that persist, regardless of state, until you're cured. Such is a handy model for serious injury as well.</p><p></p><p>cured<>leg broken, speed -2<>leg infected, speed -3<>leg gangrenous, speed -5<>crippled, cannot move</p><p></p><p>5) Yep. You'll have to make stuff up.</p></blockquote><p></p>
[QUOTE="Surgoshan, post: 4278698, member: 61205"] 1) Adventurer skills advance at 1/2 per level, but DCs advance as well. So if you have a strength of 12 and are untrained and are wearing plate armor (weird paladin build), then you'll have a -1 to your Athletics check, and will have to roll 16 or better to get an easy DC at first level. At 30th level, still untrained and with a strength now of 14, he'll have -2 armor check, +2 from strength, +15 from level, and need a 15 to pass an easy skill check at 30th level. By contrast, your trained character in inappropriate armor will need an 11 on the first check and a 10 on the second. A trained and focused character will need an 8 and a 7. A trained and focused character in appropriate armor will need a 6 and a 5. A trained and focused character in appropriate armor and using a skill with a maxed stat will need a 3 or a 2. That is to say, there will always be a difference between people who know what they're doing and people who don't. 2) No more save or die spells, if that's what you mean. No more broken spells (hopefully) either. This isn't a simulationist issue, though. 3) What do you mean by explicit vs implicit? It's explicitly stated that you need a short rest to recover an encounter power (a few minutes of rest to get your breath back, let the adrenaline wash away). Thus you can use an encounter power once per combat, regardless of combat length, or once every few minutes outside of combat. 4) There are diseases, which are persistent and can get better or worse. There's no system for persistent injuries, but I can't really recall one in earlier editions, except that HP took time to recover. If you want such, you'll have to house rule it like normal. The disease system seems to offer a nice framework for that. cured<>initial effect<>moderate effect<>serious effect<>final state You make an endurance check, failure moves you to the right, success to the left. A competent healer can help you with this. Some diseases have permanent effects that persist, regardless of state, until you're cured. Such is a handy model for serious injury as well. cured<>leg broken, speed -2<>leg infected, speed -3<>leg gangrenous, speed -5<>crippled, cannot move 5) Yep. You'll have to make stuff up. [/QUOTE]
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