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<blockquote data-quote="pemerton" data-source="post: 6799394" data-attributes="member: 42582"><p>I don't have a lot of experience with 3E/PF, but what you say here strikes me as plausible. It seems to build on a certain tendency in later AD&D. (Whereas I think earlier D&D, including the earlier period of AD&D, did have a particular experience in mind as a goal of play - such that, for instance, particular rules could be critiqued on the basis that they did or did not contribute to that experience.)</p><p></p><p>I agree that 4e both posits and actually delivers PCs who are broadly competent (though some still find the fighter a little narrow, that hasn't been an issue in my own 4e campaign), and that this facilitates a loose, "opening one door as another closes"-style of GMing. Upthread [MENTION=23751]Maxperson[/MENTION] talked about designing encounters around PC competencies, but in 4e I haven't tended to worry too much about this - and often the PCs have capabilities that I don't know about or have forgotten about (4e PC sheets are very long and complicated). Generally the players, via their PCs, have the resources to make a decent fist of taking on just about any challenge in any of a range of ways (combat, social, subterfuge, etc).</p><p></p><p>In my BW game we started with 5 Lifepath humans (but only 4 Lifepaths for the mechanically stronger elves). These PCs are pretty competent in their areas of specialisation - direct comparisons to D&D are tricky but I'd say comparable to 5th level or so AD&D PCs - but the game takes for granted that some, even many, challenges will arise that fall outside these areas of specialisation, and so the PCs will fail a lot of the time.</p><p></p><p>I agree with you that, in that sort of game, "fail forward" is a must. Otherwise the game would just grind to a halt as some sort of baroque parody of someone's bad RQ or RM campaign from 30-odd years ago.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6799394, member: 42582"] I don't have a lot of experience with 3E/PF, but what you say here strikes me as plausible. It seems to build on a certain tendency in later AD&D. (Whereas I think earlier D&D, including the earlier period of AD&D, did have a particular experience in mind as a goal of play - such that, for instance, particular rules could be critiqued on the basis that they did or did not contribute to that experience.) I agree that 4e both posits and actually delivers PCs who are broadly competent (though some still find the fighter a little narrow, that hasn't been an issue in my own 4e campaign), and that this facilitates a loose, "opening one door as another closes"-style of GMing. Upthread [MENTION=23751]Maxperson[/MENTION] talked about designing encounters around PC competencies, but in 4e I haven't tended to worry too much about this - and often the PCs have capabilities that I don't know about or have forgotten about (4e PC sheets are very long and complicated). Generally the players, via their PCs, have the resources to make a decent fist of taking on just about any challenge in any of a range of ways (combat, social, subterfuge, etc). In my BW game we started with 5 Lifepath humans (but only 4 Lifepaths for the mechanically stronger elves). These PCs are pretty competent in their areas of specialisation - direct comparisons to D&D are tricky but I'd say comparable to 5th level or so AD&D PCs - but the game takes for granted that some, even many, challenges will arise that fall outside these areas of specialisation, and so the PCs will fail a lot of the time. I agree with you that, in that sort of game, "fail forward" is a must. Otherwise the game would just grind to a halt as some sort of baroque parody of someone's bad RQ or RM campaign from 30-odd years ago. [/QUOTE]
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