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<blockquote data-quote="Quickleaf" data-source="post: 6263879" data-attributes="member: 20323"><p>I see it the same. Why recreate the wheel? </p><p></p><p>When I look at 3e and 4e I see games systems that are effective at encouraging, challenging, and rewarding rules mastery and character skill. </p><p></p><p>When I look at older editions I see games systems that are effective at encouraging, challenging, and rewarding player skill (in the sense of learning the D&D lore/uniqueness makes you succeed more).</p><p></p><p>What I'm interested in is a game that still makes character skill and player skill matter without being primarily about either of those things...rather I identified a "third variable" of player creativity. What would a D&Desque game system that primarily encourages, challenges, and rewards creativity look like?</p><p></p><p>I think the ideas of 4e can be advanced / leveraged to make a game that does that.</p><p></p><p></p><p>Cthulu was just a placeholder name for the star pact / "things man was not meant to know" pact.</p><p></p><p>I actually think the only "vampire" race should be Dhampyr, just like players play half-orcs and not orcs, or shifters and not werewolves.</p><p></p><p>I agree about skill challenges. My "Four Shields" skill challenge theory is this: (1) it needs to map to the narrative because all players / GMs cannot distill abstraction to specifics, (2) it needs to have a structure that makes sense to the specific scenario so the mechanics & narrative gel, (3) it needs to have a meaningful risk of failure because all encounters do, and (4) the players need to have meaningful choices they can make because otherwise it's boring.</p><p></p><p>As for the consolidation of racial feats, it is a bit of that...it is also outright elimination of most racial feats. The 4e racial feats are mostly class-specific fiddly little bonuses that are hit-and-miss both mechanically and narratively (either due to a lack of ny narrative, or not referencing a popular characteristic of the race). Instead the racial features would be named "Race X Descriptor", so they'd have to make sense in the narrative. </p><p></p><p>So for dwarves: Dwarven Carousing, Dearven Craftsmanship, Dwarven Deepvision, Dwarven Giant-Foe, Dwarven Greed, Dwarven Magic Resistance, Dwarven Stubborness, Mountain Dwarf Lore-Warden, Surface Dwarf-About-Town.</p><p></p><p>I am thinking racial features would be selected at 6, 16, and 26 to fill empty levels in a reduced power/feat structure and to provide one feature per tier so race always feels relevant. A feat could grant you an extra racial feature, for those players who really want a certain racial feature to enforce their character concept at 1st level.</p><p></p><p>Hmm....<img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p>I do wonder if I should move my crazy proposition to another thread, since it deviates from 4e in many ways? Thoughts?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6263879, member: 20323"] I see it the same. Why recreate the wheel? When I look at 3e and 4e I see games systems that are effective at encouraging, challenging, and rewarding rules mastery and character skill. When I look at older editions I see games systems that are effective at encouraging, challenging, and rewarding player skill (in the sense of learning the D&D lore/uniqueness makes you succeed more). What I'm interested in is a game that still makes character skill and player skill matter without being primarily about either of those things...rather I identified a "third variable" of player creativity. What would a D&Desque game system that primarily encourages, challenges, and rewards creativity look like? I think the ideas of 4e can be advanced / leveraged to make a game that does that. Cthulu was just a placeholder name for the star pact / "things man was not meant to know" pact. I actually think the only "vampire" race should be Dhampyr, just like players play half-orcs and not orcs, or shifters and not werewolves. I agree about skill challenges. My "Four Shields" skill challenge theory is this: (1) it needs to map to the narrative because all players / GMs cannot distill abstraction to specifics, (2) it needs to have a structure that makes sense to the specific scenario so the mechanics & narrative gel, (3) it needs to have a meaningful risk of failure because all encounters do, and (4) the players need to have meaningful choices they can make because otherwise it's boring. As for the consolidation of racial feats, it is a bit of that...it is also outright elimination of most racial feats. The 4e racial feats are mostly class-specific fiddly little bonuses that are hit-and-miss both mechanically and narratively (either due to a lack of ny narrative, or not referencing a popular characteristic of the race). Instead the racial features would be named "Race X Descriptor", so they'd have to make sense in the narrative. So for dwarves: Dwarven Carousing, Dearven Craftsmanship, Dwarven Deepvision, Dwarven Giant-Foe, Dwarven Greed, Dwarven Magic Resistance, Dwarven Stubborness, Mountain Dwarf Lore-Warden, Surface Dwarf-About-Town. I am thinking racial features would be selected at 6, 16, and 26 to fill empty levels in a reduced power/feat structure and to provide one feature per tier so race always feels relevant. A feat could grant you an extra racial feature, for those players who really want a certain racial feature to enforce their character concept at 1st level. Hmm....:uhoh: I do wonder if I should move my crazy proposition to another thread, since it deviates from 4e in many ways? Thoughts? [/QUOTE]
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