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<blockquote data-quote="zakael19" data-source="post: 9892406" data-attributes="member: 7044099"><p>Do you use environments right out of the book, or take them as ideas to build your own as applicable to your narrative?</p><p></p><p>…I'm kinda curious what if any seriously new mechanics they're going to add in the expansion for adversaries. The T3 Demons are probably the most "interesting" with the way they play with assumptions.</p><p></p><p>Im currently up to 63 profiles for my port of the Neverwinter Campaign Setting, and it's interesting how many of the T2+ profiles are actually more complex than basic 4e monsters. When you abstract out damage/defenses/conditions and then bake them in to individual profiles where appropriate, but then add in the Hope/Fear/Stress/Armor toggles to mess with there's a decent bit of complexity and narrative space available.</p><p></p><p>Like, nothing stops me from porting this over from 4e:</p><p></p><p></p><p>as</p><p></p><p></p><p>What DH then lets me do is work with the player to find alternate means of lighting it up. Sure, it's invisible now...but what if I Cinder Grasp it so it's On Fire? Can my allies see the burning? Sure! It's that freedom to wander between the fairly clearly defined mechanics of Domain Powers & monsters and what makes sense in the fiction that's a really cool thing to sync up and feels plenty tactical from a "deciding what to do to face this situation" perspective.</p><p></p><p>Like, what does it mean for something to be yanked Prone? Well, we don't really care about square-based movement (burning some to Stand, maybe you provoke an attack); but we can abstract all that under the Vulnerable (which means adversaries <em>have Advantage </em>not deal more damage...). So we go from:</p><p></p><p></p><p>to</p><p></p><p></p><p>So when I described the Gibberling swarm tonight yanking the Renegade Red Wizard down to the ground and well, swarming him - the Bard ran over and used Power Push (damage + push to Far on success) to yeet them away. Now the Wizard can stand up without worrying about being beset.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9892406, member: 7044099"] Do you use environments right out of the book, or take them as ideas to build your own as applicable to your narrative? …I'm kinda curious what if any seriously new mechanics they're going to add in the expansion for adversaries. The T3 Demons are probably the most "interesting" with the way they play with assumptions. Im currently up to 63 profiles for my port of the Neverwinter Campaign Setting, and it's interesting how many of the T2+ profiles are actually more complex than basic 4e monsters. When you abstract out damage/defenses/conditions and then bake them in to individual profiles where appropriate, but then add in the Hope/Fear/Stress/Armor toggles to mess with there's a decent bit of complexity and narrative space available. Like, nothing stops me from porting this over from 4e: as What DH then lets me do is work with the player to find alternate means of lighting it up. Sure, it's invisible now...but what if I Cinder Grasp it so it's On Fire? Can my allies see the burning? Sure! It's that freedom to wander between the fairly clearly defined mechanics of Domain Powers & monsters and what makes sense in the fiction that's a really cool thing to sync up and feels plenty tactical from a "deciding what to do to face this situation" perspective. Like, what does it mean for something to be yanked Prone? Well, we don't really care about square-based movement (burning some to Stand, maybe you provoke an attack); but we can abstract all that under the Vulnerable (which means adversaries [I]have Advantage [/I]not deal more damage...). So we go from: to So when I described the Gibberling swarm tonight yanking the Renegade Red Wizard down to the ground and well, swarming him - the Bard ran over and used Power Push (damage + push to Far on success) to yeet them away. Now the Wizard can stand up without worrying about being beset. [/QUOTE]
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