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General Tabletop Discussion
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Does 4e limit the scope of campaigns?
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<blockquote data-quote="ProfessorPain" data-source="post: 4671487" data-attributes="member: 82012"><p>And for dungeon delves, what you are saying is mostly correct. Though I would much rather spread out and increase my chances of not falling down a cliff or getting stuck halfway up the cliff. Since Rondo's jump skill won't really impact my leap over the chasm. But most of what I said applied to city adventures, and those are very different in terms of skill use. You have yet to engage me on any of the points I made. Choosing instead to insult. I have yet to be in a city adventure campaign, where individual successes are not very important. In city adventures, you tend to split up number one, so there is a good chance your ace man might not be there when you need to succeed at diplomacy. Having a 6 or 7 to his 12 or 13 in this case, is still useful. Also, as I said multiple times, having one guy succeed for everybody isn't always good for things like diplomacy roles (especially if that person is clearly a rogue). What is effective in any game, depends on how the game is being played. If your group relies heavily on the best guy in the group getting the whole party through, then sure it is much better to coordinate the party's skill selection. Personally, I find the one guy success thing, a little unrealistic, and discourage it in most of my games (unless it makes sense in the indidual case). Again, much of this comes from your focus on overall party sucess, and my focus on individual success. But to just declare that a two 7s are useless when you could have a single 13, doesn't mean anything outside the context of how the game is played. Sure the 13 will be a sure bet for that one skill. But on occassions where you really want to succeed at both skills, the two 7s is a better bet.</p></blockquote><p></p>
[QUOTE="ProfessorPain, post: 4671487, member: 82012"] And for dungeon delves, what you are saying is mostly correct. Though I would much rather spread out and increase my chances of not falling down a cliff or getting stuck halfway up the cliff. Since Rondo's jump skill won't really impact my leap over the chasm. But most of what I said applied to city adventures, and those are very different in terms of skill use. You have yet to engage me on any of the points I made. Choosing instead to insult. I have yet to be in a city adventure campaign, where individual successes are not very important. In city adventures, you tend to split up number one, so there is a good chance your ace man might not be there when you need to succeed at diplomacy. Having a 6 or 7 to his 12 or 13 in this case, is still useful. Also, as I said multiple times, having one guy succeed for everybody isn't always good for things like diplomacy roles (especially if that person is clearly a rogue). What is effective in any game, depends on how the game is being played. If your group relies heavily on the best guy in the group getting the whole party through, then sure it is much better to coordinate the party's skill selection. Personally, I find the one guy success thing, a little unrealistic, and discourage it in most of my games (unless it makes sense in the indidual case). Again, much of this comes from your focus on overall party sucess, and my focus on individual success. But to just declare that a two 7s are useless when you could have a single 13, doesn't mean anything outside the context of how the game is played. Sure the 13 will be a sure bet for that one skill. But on occassions where you really want to succeed at both skills, the two 7s is a better bet. [/QUOTE]
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Does 4e limit the scope of campaigns?
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