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General Tabletop Discussion
*TTRPGs General
Falling off the 4ed bandwagon
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<blockquote data-quote="Piratecat" data-source="post: 5046163" data-attributes="member: 2"><p>I'd argue you have a fourth option (which isn't necessarily the best one for you, I dunno, but it's there): fix the bits that are wobbly for you.</p><p></p><p>For instance, you mentioned that people are feeling locked in by their powers. One thing working well to help us avoid "power railroading" is that I had everyone make up a card that says "Do something cool." It's a constant reminder that the player can completely ignore their powers and try a stunt to gain some other result; I just adjudicate damage and effect on the fly (repeatability means less damage, as does a particularly effective special effect like blindness. I raise damage the first couple of times people try this to encourage its use.) </p><p></p><p>I also remind people that as per the PH, the power flavor text is completely and utterly optional. Their power can look like whatever they want it to so long as it has the specified combat effect. If you pull someone 2 squares, maybe you actually grab and pull them - or you yank the carpet beneath their feet - or you cut a chandelier that smashed down behind them and makes them involuntarily leap forward - or spectral demons materialize and jab them forward with tiny pitchforks. Doesn't matter to me, so long as the final effect matches the power. </p><p></p><p>Using these two rules, both of which probably deserved more space in the PH and DMG, has resulted in most of my players feeling like they have a lot of options. There are a few things I don't care for in 4e (hi, status conditions, how are ya?), but not once has it felt like a computer game to me.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5046163, member: 2"] I'd argue you have a fourth option (which isn't necessarily the best one for you, I dunno, but it's there): fix the bits that are wobbly for you. For instance, you mentioned that people are feeling locked in by their powers. One thing working well to help us avoid "power railroading" is that I had everyone make up a card that says "Do something cool." It's a constant reminder that the player can completely ignore their powers and try a stunt to gain some other result; I just adjudicate damage and effect on the fly (repeatability means less damage, as does a particularly effective special effect like blindness. I raise damage the first couple of times people try this to encourage its use.) I also remind people that as per the PH, the power flavor text is completely and utterly optional. Their power can look like whatever they want it to so long as it has the specified combat effect. If you pull someone 2 squares, maybe you actually grab and pull them - or you yank the carpet beneath their feet - or you cut a chandelier that smashed down behind them and makes them involuntarily leap forward - or spectral demons materialize and jab them forward with tiny pitchforks. Doesn't matter to me, so long as the final effect matches the power. Using these two rules, both of which probably deserved more space in the PH and DMG, has resulted in most of my players feeling like they have a lot of options. There are a few things I don't care for in 4e (hi, status conditions, how are ya?), but not once has it felt like a computer game to me. [/QUOTE]
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