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Adjusting 4e for a modern Cthulhu game
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4971665" data-attributes="member: 710"><p>The power level is only important in relation to monsters. The PCs are not too powerful if the enemies are all 4 levels higher or Elites and Solos.</p><p></p><p>I think it's okay for any game to present the protagonists as "competent" in their area of expertise, and for characters routinely getting into such trouble, a "general competency" bonus by level feels right to me, too.</p><p>I think CoC would require a lot of elaborate and interesting skill challenges. More than just n successes before 3 failures, but creating a kind of "path" out of them, leading to different story events (and conclusions) depending on what the Pcs succeeded at and which skills they used.</p><p></p><p>I think the biggest issue is that there is really a lot of reflavoring to be done to make it feel right. For that, I would prefer using the framework of D&D 4 but creating your own classes.</p><p></p><p>One thing regarding "The Mythos". Combat scenarios might be distinguished into traditional combats and "Mythos" combats.</p><p>Traditional combats are typical between the PCs and cultists, gangs, criminals or similar antagonists. They might feature a little of the mythos, maybe something like zombies or even some demon-type creatures.</p><p></p><p>The "Mythos" combats are against greater creatures - the monster the Cultists summoned, the awakening Elder God (high levels). These should probably be challenging Solo encounters with a complex monster, the combat itself requiring a few skill challenges. And the creature can't be destroyed at all until some important fact or relic is discovered, or a ritual completed. Make the monster particularly nasty as long as this isn't done. Something like the 4E gods "Discorporation" ability is a start, but you might want to add more, like an attack that reduces one creature to 0 hit points or dominates one creature each round (at least when it hits). This is just there to make it clear to the PCs that they _really_ need to run until they have figured out what to do.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4971665, member: 710"] The power level is only important in relation to monsters. The PCs are not too powerful if the enemies are all 4 levels higher or Elites and Solos. I think it's okay for any game to present the protagonists as "competent" in their area of expertise, and for characters routinely getting into such trouble, a "general competency" bonus by level feels right to me, too. I think CoC would require a lot of elaborate and interesting skill challenges. More than just n successes before 3 failures, but creating a kind of "path" out of them, leading to different story events (and conclusions) depending on what the Pcs succeeded at and which skills they used. I think the biggest issue is that there is really a lot of reflavoring to be done to make it feel right. For that, I would prefer using the framework of D&D 4 but creating your own classes. One thing regarding "The Mythos". Combat scenarios might be distinguished into traditional combats and "Mythos" combats. Traditional combats are typical between the PCs and cultists, gangs, criminals or similar antagonists. They might feature a little of the mythos, maybe something like zombies or even some demon-type creatures. The "Mythos" combats are against greater creatures - the monster the Cultists summoned, the awakening Elder God (high levels). These should probably be challenging Solo encounters with a complex monster, the combat itself requiring a few skill challenges. And the creature can't be destroyed at all until some important fact or relic is discovered, or a ritual completed. Make the monster particularly nasty as long as this isn't done. Something like the 4E gods "Discorporation" ability is a start, but you might want to add more, like an attack that reduces one creature to 0 hit points or dominates one creature each round (at least when it hits). This is just there to make it clear to the PCs that they _really_ need to run until they have figured out what to do. [/QUOTE]
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