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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6210956" data-attributes="member: 6696971"><p>There are many system components of 4e that support indie/story now play but here are 6 central ones off the top of my head. Hopefully the thread can move on and turn into something productive (perhaps an analysis of playstyle, agenda, technique, system components) rather than the edition war its working toward (which I take some responsibility for as I should have used another system, even when 4e was requested, as examplary of Indie-style conflict resolution): </p><p></p><p>- Scene-based resource schemes and GM-side tools (supporting the locus of play as closed, conflict-charged action scenes and regrouping/asset-building transition scenes...rather than serial, world exploration)</p><p></p><p>- Conflict resolution framework and related techniques/tools (eg fail forward, success with complications, subjective DCs, the imposition of a codified win/loss condition mechanically).</p><p></p><p>- Broad descriptor skills (broad competency and narrative malleability).</p><p></p><p>- Core, open-descriptor PC build elements integrated into action resolution that are fungible/narratively malleable; Healing Surges and PC wealth. They can be traded for any number of things PC-side for mechanical assets and the GM can use them mechanically to impose complications or make offers.</p><p></p><p>- Integration of a focused thematic build element per tier of play (Theme, Paragon Path, Epic Destiny) coupled with classes being fairly robustly loaded themselves.</p><p></p><p>- A power system based off of keywords that is both thematically potent and narratively malleable (no these are not at tension; see 13th Age Backgrounds).</p><p></p><p>I've posted a significant number of words in the past on my position of some of the editorial incoherencies (my surmise has been that there may have been multiple factions that may have been at odds without a strong, central editor's voice) and some of the "drifting" commentary in the 4e DMG1. I've also spoken to the absolutely great aspects of the tome (as I am a fan of it). I've also spoken in particular glowing terms of the DMG2 (came out 11 months after release) and my position that if you take PHB1, all of DMG2 and much of DMG1, the clarity of positioning of the default creative agenda of 4e as a Story Now/Step On Up product is inescapable. Further Dragon, Dungeon and other books (NCS) only clarify/crystallize and move that paradigm further. I don't care to spend yet more needless time as a 4venger (when the thread isn't about that at all) nor do I care to waste more words accounting for the above position (as I've done so many times in the past). As such, if you're looking for me to elaborate on all of these things (yet again), it isn't going to happen here. You can look up my posts on the subject if you're interested. </p><p></p><p>In summation, 4e, when played to its default and its sweet spot, plays very similar to a MHRP or Dungeon World with an order of magnitude more tactical overhead (no these two concepts don't have to be at tension). </p><p></p><p>Finally, I do agree that a proportion of the intiial run at Skill Challenges (examples and guidance on abstract, non-combat conflict resolution) in the DMG1 was poorly elucidated, inconsistent, or at least truncated in their guidance and canvassing of technique. You won't get any argument from me there. I am a "bank account" type of person (moral and otherwise). I take the net body of work (the deposits and withdraws) and consider whether something, or someone, is in the red or the black in the final analysis. I don't dismiss a person or a body of work for a few flaws, failings, incoherencies if their net worth is clearly positive.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6210956, member: 6696971"] There are many system components of 4e that support indie/story now play but here are 6 central ones off the top of my head. Hopefully the thread can move on and turn into something productive (perhaps an analysis of playstyle, agenda, technique, system components) rather than the edition war its working toward (which I take some responsibility for as I should have used another system, even when 4e was requested, as examplary of Indie-style conflict resolution): - Scene-based resource schemes and GM-side tools (supporting the locus of play as closed, conflict-charged action scenes and regrouping/asset-building transition scenes...rather than serial, world exploration) - Conflict resolution framework and related techniques/tools (eg fail forward, success with complications, subjective DCs, the imposition of a codified win/loss condition mechanically). - Broad descriptor skills (broad competency and narrative malleability). - Core, open-descriptor PC build elements integrated into action resolution that are fungible/narratively malleable; Healing Surges and PC wealth. They can be traded for any number of things PC-side for mechanical assets and the GM can use them mechanically to impose complications or make offers. - Integration of a focused thematic build element per tier of play (Theme, Paragon Path, Epic Destiny) coupled with classes being fairly robustly loaded themselves. - A power system based off of keywords that is both thematically potent and narratively malleable (no these are not at tension; see 13th Age Backgrounds). I've posted a significant number of words in the past on my position of some of the editorial incoherencies (my surmise has been that there may have been multiple factions that may have been at odds without a strong, central editor's voice) and some of the "drifting" commentary in the 4e DMG1. I've also spoken to the absolutely great aspects of the tome (as I am a fan of it). I've also spoken in particular glowing terms of the DMG2 (came out 11 months after release) and my position that if you take PHB1, all of DMG2 and much of DMG1, the clarity of positioning of the default creative agenda of 4e as a Story Now/Step On Up product is inescapable. Further Dragon, Dungeon and other books (NCS) only clarify/crystallize and move that paradigm further. I don't care to spend yet more needless time as a 4venger (when the thread isn't about that at all) nor do I care to waste more words accounting for the above position (as I've done so many times in the past). As such, if you're looking for me to elaborate on all of these things (yet again), it isn't going to happen here. You can look up my posts on the subject if you're interested. In summation, 4e, when played to its default and its sweet spot, plays very similar to a MHRP or Dungeon World with an order of magnitude more tactical overhead (no these two concepts don't have to be at tension). Finally, I do agree that a proportion of the intiial run at Skill Challenges (examples and guidance on abstract, non-combat conflict resolution) in the DMG1 was poorly elucidated, inconsistent, or at least truncated in their guidance and canvassing of technique. You won't get any argument from me there. I am a "bank account" type of person (moral and otherwise). I take the net body of work (the deposits and withdraws) and consider whether something, or someone, is in the red or the black in the final analysis. I don't dismiss a person or a body of work for a few flaws, failings, incoherencies if their net worth is clearly positive. [/QUOTE]
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