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General Tabletop Discussion
*TTRPGs General
Falling off the 4ed bandwagon
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<blockquote data-quote="Windjammer" data-source="post: 5050070" data-attributes="member: 60075"><p>Ey, great minds think alike. Here's what I did. We're using WotC' Power Cards which come with a useless DDI promo card. So all you need is a felt tip pen and some self-adhesive white paper (cut this as suits). </p><p></p><p><img src="http://www1.atwiki.com/ptolusalem?cmd=upload&act=open&pageid=10&file=4eWildCard.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p>However, the card is useless without a very good GM picking up the players' cues using that card. As PirateCat says here:</p><p></p><p></p><p></p><p>I'm even more extreme in diverting from what the 4E DMG, page 42, recommends to happen as a result of players using (something like) the WildCard. However, I'll use <a href="http://jrients.blogspot.com/2006/09/how-to-awesome-up-your-players.html" target="_blank">Jeff Rients' words</a> to illustrate what I'm talking about, as his example really serves best as a reminder just how much freedom from the hardwired mechanics are possible - and how enjoyable they make the game. (Needless to say, that advice is edition-neutral.)</p><p></p><p></p><p></p><p>The OP makes a very good point, however, that all these fun effects are avoided by the hardwired 4E ruleset (see his reference to the vorpal sword), and in the end - given how all in this post is edition neutral, he may be better served to use another edition to base his game on.</p></blockquote><p></p>
[QUOTE="Windjammer, post: 5050070, member: 60075"] Ey, great minds think alike. Here's what I did. We're using WotC' Power Cards which come with a useless DDI promo card. So all you need is a felt tip pen and some self-adhesive white paper (cut this as suits). [img]http://www1.atwiki.com/ptolusalem?cmd=upload&act=open&pageid=10&file=4eWildCard.jpg[/img] However, the card is useless without a very good GM picking up the players' cues using that card. As PirateCat says here: I'm even more extreme in diverting from what the 4E DMG, page 42, recommends to happen as a result of players using (something like) the WildCard. However, I'll use [url=http://jrients.blogspot.com/2006/09/how-to-awesome-up-your-players.html]Jeff Rients' words[/url] to illustrate what I'm talking about, as his example really serves best as a reminder just how much freedom from the hardwired mechanics are possible - and how enjoyable they make the game. (Needless to say, that advice is edition-neutral.) The OP makes a very good point, however, that all these fun effects are avoided by the hardwired 4E ruleset (see his reference to the vorpal sword), and in the end - given how all in this post is edition neutral, he may be better served to use another edition to base his game on. [/QUOTE]
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