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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="AbdulAlhazred" data-source="post: 6686055" data-attributes="member: 82106"><p>Well, one attempt at that is present in the preview rules for Strike!, which in some respects is pretty '4e like' and has both a 4e-like tactical combat resolution system and IIRC TWO more abstract 'SC-like' systems (one that is somewhat like using a pure abstract SC to resolve a 'challenge' that MIGHT be combat, and another that is geared pretty specifically at combat at a bit more abstract level than say 5e or 13a, probably, IIUC similar to some of the things BW does). </p><p></p><p>Of course 5e and 13a also provide slightly less tactical combat systems than 4e, but are still fairly tied to an 'individual action resolution' model. </p><p></p><p>I've also tinkered with the different variations of this continuum in my own 4e hacking exercises, where I consider all types of resolution situations to be 'challenges', each falling into the category of either 'action sequence' or simply abstract challenge, with 'action sequence' being further divisible into tactical combat and a more generalized area-based system which is suitable both for quick combats/mass combat or situations that lend themselves to thinking about position and movement but don't strictly focus on fights (IE you might use it to run escaping from a burning building, perhaps with some running combat as a secondary aspect). </p><p></p><p>These are really rather challenging systems to design, one of the biggest issues being trying to generate results that are reasonably consistent across each mechanic (IE you don't want the tactical system to be much bloodier than the abstract system, as it then becomes a form of meta-gaming).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6686055, member: 82106"] Well, one attempt at that is present in the preview rules for Strike!, which in some respects is pretty '4e like' and has both a 4e-like tactical combat resolution system and IIRC TWO more abstract 'SC-like' systems (one that is somewhat like using a pure abstract SC to resolve a 'challenge' that MIGHT be combat, and another that is geared pretty specifically at combat at a bit more abstract level than say 5e or 13a, probably, IIUC similar to some of the things BW does). Of course 5e and 13a also provide slightly less tactical combat systems than 4e, but are still fairly tied to an 'individual action resolution' model. I've also tinkered with the different variations of this continuum in my own 4e hacking exercises, where I consider all types of resolution situations to be 'challenges', each falling into the category of either 'action sequence' or simply abstract challenge, with 'action sequence' being further divisible into tactical combat and a more generalized area-based system which is suitable both for quick combats/mass combat or situations that lend themselves to thinking about position and movement but don't strictly focus on fights (IE you might use it to run escaping from a burning building, perhaps with some running combat as a secondary aspect). These are really rather challenging systems to design, one of the biggest issues being trying to generate results that are reasonably consistent across each mechanic (IE you don't want the tactical system to be much bloodier than the abstract system, as it then becomes a form of meta-gaming). [/QUOTE]
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Brainstorming a "Phil. of 4e 101" resource
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