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D&D Next Design Goals (Article)
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<blockquote data-quote="pemerton" data-source="post: 5876341" data-attributes="member: 42582"><p>In my experience, the 4e maths is very forgiving. My own memory of AD&D is that it is fairly easy to create slogfests, in which the PCs are pretty much guaranteed to win, but the players are at risk of RSI from rolling so many dice! 4e has a different suite of tools - minions, swarms, elites, solos, levelling up or down that can be done on the fly - to change the pacing in various ways but still set up a very wide range of challenges.</p><p></p><p>What I find most striking about the quote is its equation of skill challenges with complex skill checks. Whereas I identify skill challenges with complex scene resolution mechanics found in games such as HeroWars/Quest, Maelstrom Storytelling, Burning Wheel etc.</p><p></p><p>So I infer that D&Dnext will be much less focused on "situation"/"scene" oriented play. This fits with the idea that "the adventure" is the unit of play. While this can be done in situation-driven ways (after all, one glossing of "the adventure" is as waves of challenges in a geographicaly mobile scene) I'm not sure that this is what they're going for.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5876341, member: 42582"] In my experience, the 4e maths is very forgiving. My own memory of AD&D is that it is fairly easy to create slogfests, in which the PCs are pretty much guaranteed to win, but the players are at risk of RSI from rolling so many dice! 4e has a different suite of tools - minions, swarms, elites, solos, levelling up or down that can be done on the fly - to change the pacing in various ways but still set up a very wide range of challenges. What I find most striking about the quote is its equation of skill challenges with complex skill checks. Whereas I identify skill challenges with complex scene resolution mechanics found in games such as HeroWars/Quest, Maelstrom Storytelling, Burning Wheel etc. So I infer that D&Dnext will be much less focused on "situation"/"scene" oriented play. This fits with the idea that "the adventure" is the unit of play. While this can be done in situation-driven ways (after all, one glossing of "the adventure" is as waves of challenges in a geographicaly mobile scene) I'm not sure that this is what they're going for. [/QUOTE]
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