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Fictional positioning and currency rules in 4e.
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<blockquote data-quote="yeloson" data-source="post: 5560930" data-attributes="member: 27583"><p>Hi,</p><p></p><p>I'm also "Bankuei", the guy who wrote that post on Fictional Positioning (based on Emily Care Boss's writings).</p><p></p><p>One thing that's pretty interesting to see with D&D 4E, in general, is that you'll often find that how a group handles it's Fictional Positioning is also related to how it's currency works in 4E. </p><p></p><p>"I'm going to roll a barrel down the stairs at these orcs!"</p><p>a) "Ok, we'll count that as a ranged 'Aid Attack' for your friends next turn"</p><p>b) "Roll to hit vs. Reflexes! We'll use Page 42. They'll be knocked prone for medium damage!"</p><p>c) "Aw, geez. There's like no room to jump out the way! Don't even roll to hit, just roll damage!"</p><p>d) "Dude, the barrels are full of scrap metal, these guys are just knocked out, or, at least, knocked silly long enough for the rest of you to come finish them."</p><p></p><p>(I'm sure you can easily imagine examples for a Skill Challenge)</p><p></p><p>Notice that all of these, are valid possible rulings, and go from least powerful to very powerful. If you have stuff under a certain level of effect, players will just ignore the fictional stuff and stick to their powers, and if you have stuff over a certain level of effect, players will always be looking for fictional uses rather than their mechanical abilities.</p><p></p><p>Now, when you think about that range, you also start coming up with how much Fictional Positioning plays in the role of Currency, in -that- specific game. On one end, barely anything, on the other end, incredibly important!</p><p></p><p>Whatever you end up with, it's crucial that the whole group has some idea of what sorts of things are likely to happen- if the same action is very powerful and overrides the detailed mechanics one time, then barely impacts them the next time, the players won't know what works or doesn't work (and, likely end up going back to sticking to mechanics only - reliability is what most folks will go for).</p><p></p><p>If you want to think about it really game-theory-like- D&D4E has a strong mechanical currency system, with a variable Fictional Positioning component- in some games, it has minimal impact, in others, it's all important (with regards to Currency as being described by Lumpley/Vincent Baker).</p><p></p><p>Chris</p></blockquote><p></p>
[QUOTE="yeloson, post: 5560930, member: 27583"] Hi, I'm also "Bankuei", the guy who wrote that post on Fictional Positioning (based on Emily Care Boss's writings). One thing that's pretty interesting to see with D&D 4E, in general, is that you'll often find that how a group handles it's Fictional Positioning is also related to how it's currency works in 4E. "I'm going to roll a barrel down the stairs at these orcs!" a) "Ok, we'll count that as a ranged 'Aid Attack' for your friends next turn" b) "Roll to hit vs. Reflexes! We'll use Page 42. They'll be knocked prone for medium damage!" c) "Aw, geez. There's like no room to jump out the way! Don't even roll to hit, just roll damage!" d) "Dude, the barrels are full of scrap metal, these guys are just knocked out, or, at least, knocked silly long enough for the rest of you to come finish them." (I'm sure you can easily imagine examples for a Skill Challenge) Notice that all of these, are valid possible rulings, and go from least powerful to very powerful. If you have stuff under a certain level of effect, players will just ignore the fictional stuff and stick to their powers, and if you have stuff over a certain level of effect, players will always be looking for fictional uses rather than their mechanical abilities. Now, when you think about that range, you also start coming up with how much Fictional Positioning plays in the role of Currency, in -that- specific game. On one end, barely anything, on the other end, incredibly important! Whatever you end up with, it's crucial that the whole group has some idea of what sorts of things are likely to happen- if the same action is very powerful and overrides the detailed mechanics one time, then barely impacts them the next time, the players won't know what works or doesn't work (and, likely end up going back to sticking to mechanics only - reliability is what most folks will go for). If you want to think about it really game-theory-like- D&D4E has a strong mechanical currency system, with a variable Fictional Positioning component- in some games, it has minimal impact, in others, it's all important (with regards to Currency as being described by Lumpley/Vincent Baker). Chris [/QUOTE]
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