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General Tabletop Discussion
*TTRPGs General
Campaign Types: Which are covered by the various editions?
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<blockquote data-quote="Fallen Seraph" data-source="post: 4671964" data-attributes="member: 57894"><p>Overall, I have always viewed D&D as more of a toolbox game as such I think it can cover all campaign types alright in the fantasy genre. As for specifics... Hmm, it sorta goes same with above. I think all can be covered to a degree it really depends on how that campaign type is employed that matters.</p><p></p><p>Well it is a favourite of mine so I'll do:</p><p></p><p><strong>1) An Investigative, Non-combat game (Murder mysteries, CSI, X-Files, etc.)</strong></p><p></p><p>Though, I should note that when I run these. There is combat, but it simply is to a far less degree. More just certain scenes to spice it up a bit.</p><p></p><p><strong>System:</strong> 4th Edition D&D</p><p></p><p>The reason why are fairly simple. I find that with all the Classes having fairly equal cross coverage in Skills (each Class generally is able to specialize in some manner of non-combat skill) and the use of Skill Challenges it allows one to facilitate the game with a rulebase that is built for this kind of game.</p><p></p><p>In that, the players can play any array of classes not specific ones that are tailored for non-combat. They each can play a role in investigative matters. The Skills that exist cover wide enough area but without having to specialize to a degree that would hinder the campaign too much (a wider array of Skills can be utilized because their isn't so many that others get left in the dirt so to speak. This is also helped by Skill upgrading with levelling).</p><p></p><p>Skill Challenge wise, well to be blunt. We finally have a rule basis for non-combat situations which before wasn't present. I think that right there is a huge boon for such campaigns. I find too that with a simple system like Skill Challenges it opens itself up to more broad methods of use. Though this may be a personal thing, in that I prefer nice base systems cover a wide variety of things then lots of specific rulesets.</p><p></p><p><strong>Enjoy the Most:</strong> 4th Edition D&D</p><p></p><p>It has proven to be my favourite edition so that lends lots of weight in this part. It is also as I personally found as stated above works for my favourite kind of campaign (can't wait for my next mystery game to get going).</p><p></p><p>As for tweaks, my biggest one would be probably to have concrete Skill Bonuses given to Powers. So things that shove a opponent for instance would give so many points to Intimidate. I do this on the fly as is, but be nice to see officially.</p><p></p><p>It is already a House Rule but since my above is as well might as well include it. A more concrete way to "divide" Powers. I view Powers as a set of actions that occur not one single event, as such I view Powers as dividable. What I mean by that is a Power that damages and has a side-effect could be divided so only one part would occur. Currently I just let it happen as such, but in a official system it be interesting to see what bonuses be gained by only performing that certain part.</p><p></p><p>I don't particular want that many "Non-Combat Powers" simply because for one you can only develop so much and without it taking away from Skills and the established rulebase for non-combat. It also I fear will lend itself to things like the Wizard dominating all roles essentially, in that Supernatural abilities can do more wild things then Martial classes. </p><p></p><p>I will also be blunt since it is definitely a biases and plays a roll in this. I am a fan of Martial over Supernatural Classes.</p></blockquote><p></p>
[QUOTE="Fallen Seraph, post: 4671964, member: 57894"] Overall, I have always viewed D&D as more of a toolbox game as such I think it can cover all campaign types alright in the fantasy genre. As for specifics... Hmm, it sorta goes same with above. I think all can be covered to a degree it really depends on how that campaign type is employed that matters. Well it is a favourite of mine so I'll do: [B]1) An Investigative, Non-combat game (Murder mysteries, CSI, X-Files, etc.)[/B] Though, I should note that when I run these. There is combat, but it simply is to a far less degree. More just certain scenes to spice it up a bit. [B]System:[/B] 4th Edition D&D The reason why are fairly simple. I find that with all the Classes having fairly equal cross coverage in Skills (each Class generally is able to specialize in some manner of non-combat skill) and the use of Skill Challenges it allows one to facilitate the game with a rulebase that is built for this kind of game. In that, the players can play any array of classes not specific ones that are tailored for non-combat. They each can play a role in investigative matters. The Skills that exist cover wide enough area but without having to specialize to a degree that would hinder the campaign too much (a wider array of Skills can be utilized because their isn't so many that others get left in the dirt so to speak. This is also helped by Skill upgrading with levelling). Skill Challenge wise, well to be blunt. We finally have a rule basis for non-combat situations which before wasn't present. I think that right there is a huge boon for such campaigns. I find too that with a simple system like Skill Challenges it opens itself up to more broad methods of use. Though this may be a personal thing, in that I prefer nice base systems cover a wide variety of things then lots of specific rulesets. [B]Enjoy the Most:[/B] 4th Edition D&D It has proven to be my favourite edition so that lends lots of weight in this part. It is also as I personally found as stated above works for my favourite kind of campaign (can't wait for my next mystery game to get going). As for tweaks, my biggest one would be probably to have concrete Skill Bonuses given to Powers. So things that shove a opponent for instance would give so many points to Intimidate. I do this on the fly as is, but be nice to see officially. It is already a House Rule but since my above is as well might as well include it. A more concrete way to "divide" Powers. I view Powers as a set of actions that occur not one single event, as such I view Powers as dividable. What I mean by that is a Power that damages and has a side-effect could be divided so only one part would occur. Currently I just let it happen as such, but in a official system it be interesting to see what bonuses be gained by only performing that certain part. I don't particular want that many "Non-Combat Powers" simply because for one you can only develop so much and without it taking away from Skills and the established rulebase for non-combat. It also I fear will lend itself to things like the Wizard dominating all roles essentially, in that Supernatural abilities can do more wild things then Martial classes. I will also be blunt since it is definitely a biases and plays a roll in this. I am a fan of Martial over Supernatural Classes. [/QUOTE]
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