AZRogue
Explorer
Lizard said:But, you see, the way I run things, I never KNOW how far they need to be. That's why I like the completeness of the 3e stat block even for Bubba the dirt farmer -- whatever he ends up doing in the plot, I've got the stats I need. If someone casts bull Strength on him, polymorphs him into a gnoll and then he gets level-draiend by a wight, I can work it all out by finger in the wind if I want or by the rules if I want.
My "adventure notes" are scrawled ideas about some interesting encounters which might happen. I almost never know what's going to happen, who's going to be important, etc. For my last adventure, the Nameless Palace Guard turned out to be the target of some serious bluff/diplomacy (and got a name), the king who was armed and equipped never got to fight (but needed his sense motive), the queen never rolled a die, and the Captain of The Guard who I thought would be a major player never even walked onstage. (Recylce THAT stat block!)
If I knew ahead of time who'd end up being important and who wouldn't, I'd probably love 4e. As it is, "History +19" doesn't help me when the age finds himself rushing through the woods alongside the PCs, dodging arrows.
It's going to be a complete shift from what you're probably used to, I agree. Getting rid of the structure for structure's sake is one of the design goals, I believe. Hopefully, though, there will still be enough tools for you to play with that you will be able to adapt or overlook the design paradigm of this edition. I've heard several people say that the new DMG is one of the best ever made, if not the best, so that certainly points to some interesting stuff still to see. I would expect, at a minimum, some healthy sections on designing worlds and cultures that may be what you're looking for. We'll see soon.
