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Fictional positioning and currency rules in 4e.
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<blockquote data-quote="LostSoul" data-source="post: 5560477" data-attributes="member: 386"><p>On to my thoughts about currency. I don't think I'm well-versed in 4E's currency, since I've been focused on my own game.</p><p></p><p></p><p></p><p>One of the reasons I really like 4E is because the currency of the game is so transparent. It's easy to give everything a level, and from that level you can determine XP, DCs, GP, encounter difficulty, and other game mechanics.</p><p></p><p>How does what your dwarf cleric did feed into the currency of the game? I think it's pretty simple. He made some checks against DCs - DCs which have levels attached to them - and is therefore due some kind of consequence. The consequence, I suggest, should be equal to the level of the DCs.</p><p></p><p>How to translate the fictional positioning into concrete game mechanics? I think that's pretty simple as well. You just have to look at magic items that provide the same benefit - items such as the Ebony Fly (in this situation) provide a template that can be used to determine the effectiveness of the PC's resource!</p><p></p><p>(Since things like the Ebony Fly are Daily, I'd suggest that the NPCs are too tired after a single encounter to be of much use. They could probably assist in Aid Another actions - that's fictional positioning in play! - but no more fighting.)</p><p></p><p>The only criticism I have of 4E is that it doesn't suggest this sort of use of its mechanics in the DMG. This is the whole reason I use 4E as the base for my hack; I often marvel at how easy it is to make these sorts of rulings: how much should something cost, how many guys can you recruit and for how much, how much damage does a catapult made by a 7th-level character do, and other such questions.</p><p></p><p>So I agree with you that they are unstated, but there's a really robust system underneath the hood. I think the key is that everything has a level; from that, pretty much anything else can be determined.</p><p></p><p>(The only issue I've noticed is time; it doesn't seem to be part of the game's currency. I don't think that's exactly true, though; it's not really time that the game is concerned with, but encounters, short rests, and extended rests. How one deals with these can make a big difference in the choices the players make. Time was one of the big things that I had to add to my hack, and I did it in more of a game-world passing of time sort of way, but I imagine you could work out a system that ties actions to rests that works better than what I've come up with.)</p><p></p><p></p><p></p><p>So, based on the above, I think that these currency rules <em>are</em> in the rulebooks, they're just not framed in that way. (It would be interesting to draw some flowcharts about how 4E's currency works.) </p><p></p><p>There are some missing places; if you get into a skill challenge to recruit more dwarves, it's only the DM's call that determines the Complexity of the challenge. As a comparison, when you have a "martial loss" (whatever that means; the vague notion of a martial loss is what allows fictional positioning to apply) in my hack, that gives you a -4 penalty to "Reaction Rolls", which I use to determine the Complexity of a social skill challenge.</p><p></p><p>However, even in the (in my opinion) flawed skill challenge write-ups that you see from Wizards, you can easily apply the fictional positioning into effectiveness - would you make Diplomacy a skill in a skill challenge with the dwarf fortress from which you gathered your recruits?</p><p></p><p>*</p><p></p><p>Anyway, that's how I see 4E's currency working. I added some things for my hack (time, as above, and I did work on interaction with settlements) but I think I only spelled out what already existed. I'm not sure how the currency of the game works with the advice in the DMG and the new monster damage expressions; someone who's not so far removed from the game as I could probably do a better job at that!</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5560477, member: 386"] On to my thoughts about currency. I don't think I'm well-versed in 4E's currency, since I've been focused on my own game. One of the reasons I really like 4E is because the currency of the game is so transparent. It's easy to give everything a level, and from that level you can determine XP, DCs, GP, encounter difficulty, and other game mechanics. How does what your dwarf cleric did feed into the currency of the game? I think it's pretty simple. He made some checks against DCs - DCs which have levels attached to them - and is therefore due some kind of consequence. The consequence, I suggest, should be equal to the level of the DCs. How to translate the fictional positioning into concrete game mechanics? I think that's pretty simple as well. You just have to look at magic items that provide the same benefit - items such as the Ebony Fly (in this situation) provide a template that can be used to determine the effectiveness of the PC's resource! (Since things like the Ebony Fly are Daily, I'd suggest that the NPCs are too tired after a single encounter to be of much use. They could probably assist in Aid Another actions - that's fictional positioning in play! - but no more fighting.) The only criticism I have of 4E is that it doesn't suggest this sort of use of its mechanics in the DMG. This is the whole reason I use 4E as the base for my hack; I often marvel at how easy it is to make these sorts of rulings: how much should something cost, how many guys can you recruit and for how much, how much damage does a catapult made by a 7th-level character do, and other such questions. So I agree with you that they are unstated, but there's a really robust system underneath the hood. I think the key is that everything has a level; from that, pretty much anything else can be determined. (The only issue I've noticed is time; it doesn't seem to be part of the game's currency. I don't think that's exactly true, though; it's not really time that the game is concerned with, but encounters, short rests, and extended rests. How one deals with these can make a big difference in the choices the players make. Time was one of the big things that I had to add to my hack, and I did it in more of a game-world passing of time sort of way, but I imagine you could work out a system that ties actions to rests that works better than what I've come up with.) So, based on the above, I think that these currency rules [i]are[/i] in the rulebooks, they're just not framed in that way. (It would be interesting to draw some flowcharts about how 4E's currency works.) There are some missing places; if you get into a skill challenge to recruit more dwarves, it's only the DM's call that determines the Complexity of the challenge. As a comparison, when you have a "martial loss" (whatever that means; the vague notion of a martial loss is what allows fictional positioning to apply) in my hack, that gives you a -4 penalty to "Reaction Rolls", which I use to determine the Complexity of a social skill challenge. However, even in the (in my opinion) flawed skill challenge write-ups that you see from Wizards, you can easily apply the fictional positioning into effectiveness - would you make Diplomacy a skill in a skill challenge with the dwarf fortress from which you gathered your recruits? * Anyway, that's how I see 4E's currency working. I added some things for my hack (time, as above, and I did work on interaction with settlements) but I think I only spelled out what already existed. I'm not sure how the currency of the game works with the advice in the DMG and the new monster damage expressions; someone who's not so far removed from the game as I could probably do a better job at that! [/QUOTE]
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