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<blockquote data-quote="Reynard" data-source="post: 4314781" data-attributes="member: 467"><p>I actually agree with Imaro, or at least the letter of his post -- 4E *can* be run (mostly) as a board game. Now, I don't think that is the design intent, nor do I think that most veteran players will run it that way, but it certainly can be: encounter to encounter (whether that's combat or some other systemic resolution -- that's for you, hong) with little or no concern of the continuity of things beyond short rests and long rests.</p><p></p><p>One thing I rather like about the new DMG is that, the offending paragraph aside, it does tend to give equal time to different modes of play. In discussions of adventures and campaigns, it provides about the same words and energy to purely episodic, kick the doors in style play as it does epic save the world style play. In the campaign section, it covers (albeit briefly) campaign styles from horror to S&S top anime/wuxia equally.</p><p></p><p>Really, the problem with 4E and very focused game design for a very specific style of play isn't in the DMG -- it is in the PHB, where PCs' abilities are geared almost exclusively to combat heavy dungeon delving.</p><p></p><p>On the upside, I realized that I can get the best of both worlds through skill challenges -- a complexity 5 skill challenge makes a great vehicle by which to do a classic "dungeon crawl". With the right amount of player/DM interaction and breaking the skill challenge up with the occassional trap or monster encounter, you could pull off a typical 1E style mega dungeon in a shorter time frame with a soldi rules backing.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4314781, member: 467"] I actually agree with Imaro, or at least the letter of his post -- 4E *can* be run (mostly) as a board game. Now, I don't think that is the design intent, nor do I think that most veteran players will run it that way, but it certainly can be: encounter to encounter (whether that's combat or some other systemic resolution -- that's for you, hong) with little or no concern of the continuity of things beyond short rests and long rests. One thing I rather like about the new DMG is that, the offending paragraph aside, it does tend to give equal time to different modes of play. In discussions of adventures and campaigns, it provides about the same words and energy to purely episodic, kick the doors in style play as it does epic save the world style play. In the campaign section, it covers (albeit briefly) campaign styles from horror to S&S top anime/wuxia equally. Really, the problem with 4E and very focused game design for a very specific style of play isn't in the DMG -- it is in the PHB, where PCs' abilities are geared almost exclusively to combat heavy dungeon delving. On the upside, I realized that I can get the best of both worlds through skill challenges -- a complexity 5 skill challenge makes a great vehicle by which to do a classic "dungeon crawl". With the right amount of player/DM interaction and breaking the skill challenge up with the occassional trap or monster encounter, you could pull off a typical 1E style mega dungeon in a shorter time frame with a soldi rules backing. [/QUOTE]
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