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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[Continuation 4e] - a manifesto
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<blockquote data-quote="Ferghis" data-source="post: 6001876" data-attributes="member: 40483"><p>I think we can push these to the bottom of the list. D&Di allows free access to a lot of the core rules, and I really recommend the Rules Compendium (the printed book). </p><p></p><p> </p><p></p><p>A friend (who might post here) has stolen the idea of a "stake" die from another game. The DM places a die on the table at the beginning of each encounter. The number on it can go up or down depending on how dangerous the fight is getting: for example, when allies are bloodied, increase it by one; when an ally drops, increase it by two. "Big" powers can only be used when the stake is a certain number. This doesn't feel realistic, but is certainly dramatic, which appeals to me.</p><p></p><p> </p><p></p><p>I don't know about the later math, but I strongly favor giving characters a small amount of "free" rituals, so that they don't have to track the 25 gp of components when they use a sending ritual at level 15. </p><p></p><p></p><p></p><p>Heartily support this notion.</p><p></p><p></p><p></p><p>Is this just for the sake of legality?</p><p></p><p></p><p></p><p>Skill challenges are artful in the hands of a good DM, but are otherwise terrible, in my opinion. I often see tables where a player will simply ask if he/she can use the character's good skill, without even trying to work into the story. </p><p></p><p>Also, to better formalize the non-combat part of the game, I would implement Traits: <a href="http://hastur.net/wiki/Traits_(4E" target="_blank">http://hastur.net/wiki/Traits_(4E</a>)</p><p></p><p></p><p></p><p>Agreed.</p><p></p><p></p><p></p><p>I'd favor this solution. It's simple, easy, and most compatible. If folks come up with them, we can put out new rules for epic, but it'll be such a departure from what's there (dramatic in terms of volume, as well), that it's not really worth putting on the to-do list at the moment.</p><p></p><p></p><p></p><p>I'm very interested in reading these discussions.</p><p></p><p></p><p></p><p>I didn't know this was an issue. I'm still confused about the problem.</p><p></p><p></p><p></p><p>I'd like to read more about this. My inclination was to simply properly design a dozen stereotypical characters, and just use them for players that don't want to get bogged down in character creation.</p><p></p><p>Please expand. </p><p></p><p>My solution has been to tie it to milestones. Long rests are not mandatory, even if the character rests: they have to be specifically declared by players. The first encounter after a long rest is not a milestone. All other encounters (including skill challenges) are a milestone. APs can be used in skill challenges. Characters level up at 5 (or whatever) milestones.</p></blockquote><p></p>
[QUOTE="Ferghis, post: 6001876, member: 40483"] I think we can push these to the bottom of the list. D&Di allows free access to a lot of the core rules, and I really recommend the Rules Compendium (the printed book). A friend (who might post here) has stolen the idea of a "stake" die from another game. The DM places a die on the table at the beginning of each encounter. The number on it can go up or down depending on how dangerous the fight is getting: for example, when allies are bloodied, increase it by one; when an ally drops, increase it by two. "Big" powers can only be used when the stake is a certain number. This doesn't feel realistic, but is certainly dramatic, which appeals to me. I don't know about the later math, but I strongly favor giving characters a small amount of "free" rituals, so that they don't have to track the 25 gp of components when they use a sending ritual at level 15. Heartily support this notion. Is this just for the sake of legality? Skill challenges are artful in the hands of a good DM, but are otherwise terrible, in my opinion. I often see tables where a player will simply ask if he/she can use the character's good skill, without even trying to work into the story. Also, to better formalize the non-combat part of the game, I would implement Traits: [url]http://hastur.net/wiki/Traits_(4E[/url]) Agreed. I'd favor this solution. It's simple, easy, and most compatible. If folks come up with them, we can put out new rules for epic, but it'll be such a departure from what's there (dramatic in terms of volume, as well), that it's not really worth putting on the to-do list at the moment. I'm very interested in reading these discussions. I didn't know this was an issue. I'm still confused about the problem. I'd like to read more about this. My inclination was to simply properly design a dozen stereotypical characters, and just use them for players that don't want to get bogged down in character creation. Please expand. My solution has been to tie it to milestones. Long rests are not mandatory, even if the character rests: they have to be specifically declared by players. The first encounter after a long rest is not a milestone. All other encounters (including skill challenges) are a milestone. APs can be used in skill challenges. Characters level up at 5 (or whatever) milestones. [/QUOTE]
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