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<blockquote data-quote="nnms" data-source="post: 5505375" data-attributes="member: 83293"><p>I like what you're doing here. If the players in my game didn't love 4E (with some house rules) I'd do something similar as well. Instead, I got them to agree to play a house ruled 4E campaign that's tied to the story of the main campaign once every few sessions and any house rules we like will eventually get ported over to the main campaign.</p><p></p><p>So far I think everything I see matches up with your design goals. With perhaps the exception of the design goal of it being about more than combat, but then a skill system (which can often be the means of accomplishing those non combat things talked about) is based primarily on rolling under a number that was generated by random d6 rolls. 4d6, drop the lowest and switch two will likely allow people to be what they want and do the kinds of things in session that they want, but I've seen enough strings of good luck and bad luck with that exact rolling system in previous editions to know that it can still create problems in terms of different players have differing levels of contribution.</p></blockquote><p></p>
[QUOTE="nnms, post: 5505375, member: 83293"] I like what you're doing here. If the players in my game didn't love 4E (with some house rules) I'd do something similar as well. Instead, I got them to agree to play a house ruled 4E campaign that's tied to the story of the main campaign once every few sessions and any house rules we like will eventually get ported over to the main campaign. So far I think everything I see matches up with your design goals. With perhaps the exception of the design goal of it being about more than combat, but then a skill system (which can often be the means of accomplishing those non combat things talked about) is based primarily on rolling under a number that was generated by random d6 rolls. 4d6, drop the lowest and switch two will likely allow people to be what they want and do the kinds of things in session that they want, but I've seen enough strings of good luck and bad luck with that exact rolling system in previous editions to know that it can still create problems in terms of different players have differing levels of contribution. [/QUOTE]
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