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Forked Thread: Did 4e go far enough or to far?
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<blockquote data-quote="Mallus" data-source="post: 4530176" data-attributes="member: 3887"><p>Do you really think it's hard to identify the common adventuring tasks? Read a few Conan stories, Fafrd and the Grey Mouser, some Dumas. Watch Raiders of the Lost Ark and Star Wars. I'll bet you'll see a pattern develop (with skills like sneaking past guards, swinging from chandeliers, leaping onto the deck of a pirate ship, deciphering the script on an ancient idol occurring more frequently than farming or glass-blowing).</p><p></p><p></p><p>I agree completely that those elements enrich the game, but I don't see where D&D traditionally offered much in the way of mechanical support for them. Let's take a look a closer look at your list...</p><p></p><p>Haggling with merchants? D&D never had a haggling skill or detailed rules governing the act. In 4e (and 3e) you could use Diplomacy checks. Prior to that you could use straight CHA checks. And, of course, in any edition the player and DM <em>could</em> just play out the haggling sans rules.</p><p></p><p>Running keeps and domains? Previous editions did have (a bit) more support for this (plus one whole setting was based around running domains). I'd love to see some supplements that add this back into the game.</p><p></p><p>Equipping a militia? What more do you need besides a price list for arms and armor? The rules can't tell you what specific the local economic situation in your campaign setting is like. </p><p></p><p>Managing a militia? Mass combat rules would be nice, but really, aren't you talking about details that the DM is responsible for creating? </p><p></p><p>Womanizing? Again, there have never been specific rules in D&D for seduction --that I recall, at least. Use Diplomacy or Bluff, CHA vs. WILL Defense. If you employ wingmen (ie, you enlist your friends to help you pursue a woman), it could be represented by a 4e Skill Challenge. </p><p></p><p>Hunting and foraging? There were more rules for this in previous editions, but D&D was never much of a wilderness survival simulator. Also, this element of play was made obsolete by magic rather quickly (clerics and druids conjuring food and water, wizards creating magic shelters). At any rate, these abilities are still represented in 4e.</p><p></p><p></p><p>That's a nice sentiment, and I respect your desire for a system that provides that, but was <em>any</em> edition of D&D that system?</p></blockquote><p></p>
[QUOTE="Mallus, post: 4530176, member: 3887"] Do you really think it's hard to identify the common adventuring tasks? Read a few Conan stories, Fafrd and the Grey Mouser, some Dumas. Watch Raiders of the Lost Ark and Star Wars. I'll bet you'll see a pattern develop (with skills like sneaking past guards, swinging from chandeliers, leaping onto the deck of a pirate ship, deciphering the script on an ancient idol occurring more frequently than farming or glass-blowing). I agree completely that those elements enrich the game, but I don't see where D&D traditionally offered much in the way of mechanical support for them. Let's take a look a closer look at your list... Haggling with merchants? D&D never had a haggling skill or detailed rules governing the act. In 4e (and 3e) you could use Diplomacy checks. Prior to that you could use straight CHA checks. And, of course, in any edition the player and DM [i]could[/i] just play out the haggling sans rules. Running keeps and domains? Previous editions did have (a bit) more support for this (plus one whole setting was based around running domains). I'd love to see some supplements that add this back into the game. Equipping a militia? What more do you need besides a price list for arms and armor? The rules can't tell you what specific the local economic situation in your campaign setting is like. Managing a militia? Mass combat rules would be nice, but really, aren't you talking about details that the DM is responsible for creating? Womanizing? Again, there have never been specific rules in D&D for seduction --that I recall, at least. Use Diplomacy or Bluff, CHA vs. WILL Defense. If you employ wingmen (ie, you enlist your friends to help you pursue a woman), it could be represented by a 4e Skill Challenge. Hunting and foraging? There were more rules for this in previous editions, but D&D was never much of a wilderness survival simulator. Also, this element of play was made obsolete by magic rather quickly (clerics and druids conjuring food and water, wizards creating magic shelters). At any rate, these abilities are still represented in 4e. That's a nice sentiment, and I respect your desire for a system that provides that, but was [i]any[/i] edition of D&D that system? [/QUOTE]
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