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Coherence as a Critical Goal for 5e
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<blockquote data-quote="Andor" data-source="post: 5912082" data-attributes="member: 1879"><p>I actually like your example very much, in particular your "Core mod" is almost exactly what I've been suggesting should be included for "baseline" PCs to bring them in line with PCs that have all the bells and whistles.</p><p></p><p>Although looking at your example I think the way to do it is to include in each optional model a stacking core mod. So it you turn off the tactical model the orcs get a +2 core mod and if you turn off the skills module they get a plus 1. So with everything off it's the same number but accouts for GMs who have <em>some</em> of the options turned on. </p><p></p><p></p><p></p><p></p><p>I can think of at least three different things you might mean there, and I agree with two of them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>For example in 3e the systems coherancy actually breaks down the most, when they try to refine it. E.G: Disarming or grappling. Leave these systems simple and you lose some granularity but make up for it in elegance and ease of play.</p><p></p><p>Conversely I think a 'disjointed' system is actually an extremely powerful game design tool when it's used to represent something that is actually very different <em>within the world</em>. I keep using the RuneQuest vs HeroQuest magic systems as my example here so let me think of something different. </p><p></p><p>...In AD&D Psionic combat was completely it's own bag. As soon as it happened the rest of the game halts while this lightning speed mental conflict takes place. Suddenly the standard attack vs AC goes away and there is this 5-element rock/paper/scissors conflict with weird statuses and stat damage. </p><p></p><p>And this is good. Because the fact that suddenly the whole flow/mode of the game has changed let's you know that this is not simply swinging your brain at the other guy and hoping to have a bigger cerebellum in some exact parallel to physical combat. </p><p></p><p>This is part of where 4e failed I think, as initially presented at least, in that there <em>is</em> no mechanical difference between magic or brains or muscle. It was all the same unified mush of at-will, dailys and encounter powers with stat blocks that were pretty much identical.</p></blockquote><p></p>
[QUOTE="Andor, post: 5912082, member: 1879"] I actually like your example very much, in particular your "Core mod" is almost exactly what I've been suggesting should be included for "baseline" PCs to bring them in line with PCs that have all the bells and whistles. Although looking at your example I think the way to do it is to include in each optional model a stacking core mod. So it you turn off the tactical model the orcs get a +2 core mod and if you turn off the skills module they get a plus 1. So with everything off it's the same number but accouts for GMs who have [i]some[/i] of the options turned on. I can think of at least three different things you might mean there, and I agree with two of them. :D For example in 3e the systems coherancy actually breaks down the most, when they try to refine it. E.G: Disarming or grappling. Leave these systems simple and you lose some granularity but make up for it in elegance and ease of play. Conversely I think a 'disjointed' system is actually an extremely powerful game design tool when it's used to represent something that is actually very different [i]within the world[/i]. I keep using the RuneQuest vs HeroQuest magic systems as my example here so let me think of something different. ...In AD&D Psionic combat was completely it's own bag. As soon as it happened the rest of the game halts while this lightning speed mental conflict takes place. Suddenly the standard attack vs AC goes away and there is this 5-element rock/paper/scissors conflict with weird statuses and stat damage. And this is good. Because the fact that suddenly the whole flow/mode of the game has changed let's you know that this is not simply swinging your brain at the other guy and hoping to have a bigger cerebellum in some exact parallel to physical combat. This is part of where 4e failed I think, as initially presented at least, in that there [i]is[/i] no mechanical difference between magic or brains or muscle. It was all the same unified mush of at-will, dailys and encounter powers with stat blocks that were pretty much identical. [/QUOTE]
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Coherence as a Critical Goal for 5e
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