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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Fixing 4e
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<blockquote data-quote="Tehnai" data-source="post: 4290521" data-attributes="member: 59518"><p>Well, you would completely kill off the balance of the game, AND take away most of what makes tactical combat fun and exciting for many. You'd also kill off most non-spell casters, unless you rebalance the monster manual completely.</p><p></p><p>As far as non-weapon proficiency-style stuff goes, that's mostly fluff. If a player goes : "Yo, I'm the son of a blacksmith, can I start working on a sword?", the DMG even encourages you to say yes.</p><p></p><p>Most possible events that would involve said non-weapon proficiencies could be easily resolved by a simple attribute roll. If your player give you decent background stories to work with, that shouldn't even be a problem.</p><p></p><p>You are forgetting that the characters in 4E are not average Joes, they are heroes. Super fantasy badasses that kill dragons and save the world <em>when they don't have anything more important to do.</em></p><p></p><p>If you want Basic DnD, you should, like Wystan said, go back to Basic DnD. But please stay away from our crazy, high adventure, high fantasy stories and our swordsmen with ridiculously large (and perhaps overcompsating for something) swords.</p><p></p><p>I'd say that if you did want grittier gameplay, instead of playing with the mechanics, use description. You don't need a system for scars, you just need to tell your player "Oh, your leg hates you right now", every now and then.</p><p></p><p>And finally, the best advice I could give to shy away from grid-based combat would be to adapt the "Spirit of the Century" zone system.</p><p></p><p>I'd do it something like this.</p><p></p><p>You divide the battle field in zones. Everyone in the same room may use a move action to enter, let's call it, a "confrontation". You need one move action to go to a nearby zone, you can use 2 to move to any zone in the battlefield.</p><p></p><p>A shift allows you to move out of a confrontation in your zone, or move to another confrontation.</p><p></p><p>Moving one square would break confrontations, moving more then 1 would send the target to another zone, and moving over 5 would send the target into any desired zone.</p><p></p><p>For ranged attacks, thrown weapons would be useable from within a zone, or to an adjacent zone, and true ranged weapons (say, a bow or a magic missile) could be used anywhere in the field.</p><p></p><p>For cover and other modifiers, improvise.</p><p></p><p>If, in a single confrontation, one side outnumbers the other, the outnumbered side grant combat advantage.</p><p></p><p>I should put that in house rules... I'll work on that.</p></blockquote><p></p>
[QUOTE="Tehnai, post: 4290521, member: 59518"] Well, you would completely kill off the balance of the game, AND take away most of what makes tactical combat fun and exciting for many. You'd also kill off most non-spell casters, unless you rebalance the monster manual completely. As far as non-weapon proficiency-style stuff goes, that's mostly fluff. If a player goes : "Yo, I'm the son of a blacksmith, can I start working on a sword?", the DMG even encourages you to say yes. Most possible events that would involve said non-weapon proficiencies could be easily resolved by a simple attribute roll. If your player give you decent background stories to work with, that shouldn't even be a problem. You are forgetting that the characters in 4E are not average Joes, they are heroes. Super fantasy badasses that kill dragons and save the world [I]when they don't have anything more important to do.[/I] If you want Basic DnD, you should, like Wystan said, go back to Basic DnD. But please stay away from our crazy, high adventure, high fantasy stories and our swordsmen with ridiculously large (and perhaps overcompsating for something) swords. I'd say that if you did want grittier gameplay, instead of playing with the mechanics, use description. You don't need a system for scars, you just need to tell your player "Oh, your leg hates you right now", every now and then. And finally, the best advice I could give to shy away from grid-based combat would be to adapt the "Spirit of the Century" zone system. I'd do it something like this. You divide the battle field in zones. Everyone in the same room may use a move action to enter, let's call it, a "confrontation". You need one move action to go to a nearby zone, you can use 2 to move to any zone in the battlefield. A shift allows you to move out of a confrontation in your zone, or move to another confrontation. Moving one square would break confrontations, moving more then 1 would send the target to another zone, and moving over 5 would send the target into any desired zone. For ranged attacks, thrown weapons would be useable from within a zone, or to an adjacent zone, and true ranged weapons (say, a bow or a magic missile) could be used anywhere in the field. For cover and other modifiers, improvise. If, in a single confrontation, one side outnumbers the other, the outnumbered side grant combat advantage. I should put that in house rules... I'll work on that. [/QUOTE]
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