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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Brainstorming a "Phil. of 4e 101" resource
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<blockquote data-quote="pemerton" data-source="post: 6685659" data-attributes="member: 42582"><p>Agreed.</p><p></p><p>Adding to this:</p><p></p><p>I think these basic system differences are something that a primer would want to address.</p><p></p><p>For instance, unlike in AD&D where, if the GM allows super-jumping there is no way of adjudicating the consequences, 4e has a way: there are the skill challenge rules, the level-appropriate damage expressions, etc. So a GM can easily allow an action declaration of "I jump to the moon" (or whatever), set a Hard (or Hard+5, or whatever) DC, and if the check is failed apply appropriate damage as the PC falls back to earth. The GM could even tax a healing surge (or something similar) as a cost of permitting the check. And, in the fiction, the GM could easily narrate the PC landing back on earth separated from his/her team-mates and have the party rejoining be a further complication in the skill challenge.</p><p></p><p>Whereas AD&D has no generic resources to tax as part of the cost of making the attempt, or failing it; and has nothing like a skill challenge framework for determining if and at what cost the party members rejoin one another.</p><p></p><p>3E likewise lacks these resources and adjudication frameworks, even if one went to the effort of rescaling in the way that you describe. And that means the issue is not just about degree of effort, but degree of game breakage. 3E is already fairly unstable around the amount of mathematical and build effort required to achieve comparable effects via different in-fiction pathways, and rescaling things would run the risk of just increasing that instability.</p><p></p><p>Whereas, in 4e, a healing surge is still a healing surge, a skill challenge failure still increase the failure count towards 3, etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6685659, member: 42582"] Agreed. Adding to this: I think these basic system differences are something that a primer would want to address. For instance, unlike in AD&D where, if the GM allows super-jumping there is no way of adjudicating the consequences, 4e has a way: there are the skill challenge rules, the level-appropriate damage expressions, etc. So a GM can easily allow an action declaration of "I jump to the moon" (or whatever), set a Hard (or Hard+5, or whatever) DC, and if the check is failed apply appropriate damage as the PC falls back to earth. The GM could even tax a healing surge (or something similar) as a cost of permitting the check. And, in the fiction, the GM could easily narrate the PC landing back on earth separated from his/her team-mates and have the party rejoining be a further complication in the skill challenge. Whereas AD&D has no generic resources to tax as part of the cost of making the attempt, or failing it; and has nothing like a skill challenge framework for determining if and at what cost the party members rejoin one another. 3E likewise lacks these resources and adjudication frameworks, even if one went to the effort of rescaling in the way that you describe. And that means the issue is not just about degree of effort, but degree of game breakage. 3E is already fairly unstable around the amount of mathematical and build effort required to achieve comparable effects via different in-fiction pathways, and rescaling things would run the risk of just increasing that instability. Whereas, in 4e, a healing surge is still a healing surge, a skill challenge failure still increase the failure count towards 3, etc. [/QUOTE]
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Brainstorming a "Phil. of 4e 101" resource
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