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Beyond Old and New School - "The Secret That Was Lost"
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<blockquote data-quote="TwoSix" data-source="post: 6232413" data-attributes="member: 205"><p>I agree grind is a problem with 4e combat. A 13th Age style escalation die and stronger powers that trigger on escalation die values help with that lot, I've found.</p><p></p><p></p><p>I think you vastly underestimate [MENTION=42582]pemerton[/MENTION] if you think he sees the issue with no nuance.</p><p></p><p></p><p>The indie play style isn't really about protecting players from jerk DMs, it's about the fact that giving the players greater authority leads to a different play experience. Not an objectively better or worse one, just different.</p><p></p><p></p><p></p><p>I think when you replace a less detailed concept for a more detailed concept, you lose the opening to fill in those details. But simultaneously, you gain the ability to use that more detailed concept as a building block for yet more varied concepts. I think having both finely and coarsely grained imaginative concepts in one's personal repertoire is probably the ideal.</p><p></p><p></p><p></p><p>Sure. Honestly, a system that isn't pushing for a particular play experience probably isn't doing a very good job! That's one of the concepts animating indie games, after all. </p><p></p><p></p><p>I mean being upfront that if they push the enemy into the fire, it's going to do 6d6 damage. If there's an edge of a cliff, getting pushed over it means a 200 ft drop. Let them now the mechanics and probabilities of the stunt before they attempt it.</p><p></p><p></p><p>I've seen tables swapping damage dice for different effects, based on level and the frequency type of the power.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6232413, member: 205"] I agree grind is a problem with 4e combat. A 13th Age style escalation die and stronger powers that trigger on escalation die values help with that lot, I've found. I think you vastly underestimate [MENTION=42582]pemerton[/MENTION] if you think he sees the issue with no nuance. The indie play style isn't really about protecting players from jerk DMs, it's about the fact that giving the players greater authority leads to a different play experience. Not an objectively better or worse one, just different. I think when you replace a less detailed concept for a more detailed concept, you lose the opening to fill in those details. But simultaneously, you gain the ability to use that more detailed concept as a building block for yet more varied concepts. I think having both finely and coarsely grained imaginative concepts in one's personal repertoire is probably the ideal. Sure. Honestly, a system that isn't pushing for a particular play experience probably isn't doing a very good job! That's one of the concepts animating indie games, after all. I mean being upfront that if they push the enemy into the fire, it's going to do 6d6 damage. If there's an edge of a cliff, getting pushed over it means a 200 ft drop. Let them now the mechanics and probabilities of the stunt before they attempt it. I've seen tables swapping damage dice for different effects, based on level and the frequency type of the power. [/QUOTE]
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Beyond Old and New School - "The Secret That Was Lost"
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