Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Exception-Based Design?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9341266" data-attributes="member: 710"><p>The way I understand it, in a "non-exception"-based game, Tide of Iron as a single power doesn't exist. Instead, there is a combat rule for shoving people around, and it states modifiers and actions you need to take to do so. Everyone acn do it, and this is pretty much the only way you can do it.</p><p>But in D&D 4, there are countless of powers that let you shove people around the battlefield, and they all work different from each other and knowing one doesn't tell you what the others do. The only common thing is that shoving people around has defined game terms (slide, push, pull in D&D 4), but how far, how many, how difficult, what resources or actions to use, it's all up to a particular power.</p><p></p><p>Spells kinda always worked like that in D&D. Particularly 3E D&D tried to unify it all - this is how you bullrush, trip, disarm people. OF course, there were still some exceptions - this is how you can do it without provoking attacks of opportunity, without penalty, or whatever, but they were the same options for pretty much all characters (and often also monsters).</p><p></p><p>The strength I noticed in play from D&D 4 is that you don't really need to read up some general rules in the rulebook (those parts tended to be so simple you learned them), and only the player using their power needed to read and apply it. As a GM, I often really enjoyed seeing how my players could surprise me with some of their abilities because I didn't know them all.</p><p>Of course, the drawback is that person needs to read it correctly, and needed to make all the "exception" thingies he had. They couldn't just say: "Okay, I am going to shove the goblin into the firepit", they needed to see if they had a power that could do it (or ask the GM to use the stunt rules, which kinda defeated the point of having all these neat power packages and also, being already overloaded with available options, most people don't even think of.)</p><p></p><p>I don't know if the terminology or understanding of the terms changed or are not what I think they are, though</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9341266, member: 710"] The way I understand it, in a "non-exception"-based game, Tide of Iron as a single power doesn't exist. Instead, there is a combat rule for shoving people around, and it states modifiers and actions you need to take to do so. Everyone acn do it, and this is pretty much the only way you can do it. But in D&D 4, there are countless of powers that let you shove people around the battlefield, and they all work different from each other and knowing one doesn't tell you what the others do. The only common thing is that shoving people around has defined game terms (slide, push, pull in D&D 4), but how far, how many, how difficult, what resources or actions to use, it's all up to a particular power. Spells kinda always worked like that in D&D. Particularly 3E D&D tried to unify it all - this is how you bullrush, trip, disarm people. OF course, there were still some exceptions - this is how you can do it without provoking attacks of opportunity, without penalty, or whatever, but they were the same options for pretty much all characters (and often also monsters). The strength I noticed in play from D&D 4 is that you don't really need to read up some general rules in the rulebook (those parts tended to be so simple you learned them), and only the player using their power needed to read and apply it. As a GM, I often really enjoyed seeing how my players could surprise me with some of their abilities because I didn't know them all. Of course, the drawback is that person needs to read it correctly, and needed to make all the "exception" thingies he had. They couldn't just say: "Okay, I am going to shove the goblin into the firepit", they needed to see if they had a power that could do it (or ask the GM to use the stunt rules, which kinda defeated the point of having all these neat power packages and also, being already overloaded with available options, most people don't even think of.) I don't know if the terminology or understanding of the terms changed or are not what I think they are, though [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Exception-Based Design?
Top