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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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<blockquote data-quote="RealAlHazred" data-source="post: 9224005" data-attributes="member: 25818"><p>Probably something like the old <strong><em>Hero Wars</em></strong>/<strong><em>HeroQuest </em></strong>system, now called <strong><em>QuestWorlds</em></strong>. Anything can be an ability. You write a 100-word paragraph describing your character, and then go through it identifying abilities, i.e. what they can do. "A capabiel swordsman" would describe an ability, so you'd underline "swordsman" and then write down "Swordsman" on your ability list. Then, you'd assign a value; how you derive the value isn't important but for the purposes of this example, let's say you assign "17." When it comes time to do something, and you and the GM agree your "Swordsman" ability is the best one to use for whatever you're trying to do (fight some dude with a sword, probably) you roll a d20.</p><p></p><p>Now, the GM decides, is this a simple or complex contest? If it's a minion, or there are otherwise no dramatic stakes, they'd have you do it as a simple contest. In this case, if your d20 roll is under your ability, you got a success. If your opponent's roll is also under their ability, they'd also get a success. So, then you'd look at success quality; if you rolled higher then they did, while still rolling under your ability, you win. Obviously, the person with the higher ability has a better chance of winning, but it's not a guarantee. Also, if you roll exactly your ability, it's a critical success. If you roll over your ability, it's a failure, and if you roll a 20, it's a critical failure. All that's for a simple contest, you compare successes and (if necessary) success qualities.</p><p></p><p>Let's say your opponent is an NPC with a name, maybe your rival in town, or a known bandit leader or whatever. Then, you do a complex contest. The rules for that are complex (obviously), but it turns into multiple rounds, where you start out with a pool equal to your ability, and you might gain or lose points each round depending on how the dice go. And whosever pool reaches "0" first loses. It's a lot more complicated, but also allows for, for instance, people jumping into a fight in a later round to help or hinder, or doing something surprising or unexpected (maybe with a different ability) to try to discombobulate your opponent so you can turn the tables, etc.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 9224005, member: 25818"] Probably something like the old [B][I]Hero Wars[/I][/B]/[B][I]HeroQuest [/I][/B]system, now called [B][I]QuestWorlds[/I][/B]. Anything can be an ability. You write a 100-word paragraph describing your character, and then go through it identifying abilities, i.e. what they can do. "A capabiel swordsman" would describe an ability, so you'd underline "swordsman" and then write down "Swordsman" on your ability list. Then, you'd assign a value; how you derive the value isn't important but for the purposes of this example, let's say you assign "17." When it comes time to do something, and you and the GM agree your "Swordsman" ability is the best one to use for whatever you're trying to do (fight some dude with a sword, probably) you roll a d20. Now, the GM decides, is this a simple or complex contest? If it's a minion, or there are otherwise no dramatic stakes, they'd have you do it as a simple contest. In this case, if your d20 roll is under your ability, you got a success. If your opponent's roll is also under their ability, they'd also get a success. So, then you'd look at success quality; if you rolled higher then they did, while still rolling under your ability, you win. Obviously, the person with the higher ability has a better chance of winning, but it's not a guarantee. Also, if you roll exactly your ability, it's a critical success. If you roll over your ability, it's a failure, and if you roll a 20, it's a critical failure. All that's for a simple contest, you compare successes and (if necessary) success qualities. Let's say your opponent is an NPC with a name, maybe your rival in town, or a known bandit leader or whatever. Then, you do a complex contest. The rules for that are complex (obviously), but it turns into multiple rounds, where you start out with a pool equal to your ability, and you might gain or lose points each round depending on how the dice go. And whosever pool reaches "0" first loses. It's a lot more complicated, but also allows for, for instance, people jumping into a fight in a later round to help or hinder, or doing something surprising or unexpected (maybe with a different ability) to try to discombobulate your opponent so you can turn the tables, etc. [/QUOTE]
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Ben Riggs' "What the Heck Happened with 4th Edition?" seminar at Gen Con 2023
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