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Hacking 4e - Do you hack? Why did you hack?
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<blockquote data-quote="LostSoul" data-source="post: 5785841" data-attributes="member: 386"><p>I call my game a "hack" because I feel that it's a different game. By that I mean that the point of playing the game is not the same in regular 4E. I wouldn't call house rules - even extensive ones - that don't change the point of playing the game a hack. (eg. Halving HP to provide quicker combats.) Though that's just how I use the terms and I don't claim them.</p><p></p><p>The changes I made were meant to:</p><ul> <li data-xf-list-type="ul">Remove guarantees that you would get to play the character you want - your status as hero, villain, or bad-ass is determined by the other player's judgement of your play</li> <li data-xf-list-type="ul">Have the players determine the adventures they would go on; that is, determine their own level of risk and reward</li> <li data-xf-list-type="ul">Bind the characters and the player's choices to the setting, so the details of the setting (and the PC's place within it) are an important factor in action resolution and resource management</li> <li data-xf-list-type="ul">Introduce a more strategic or long-term element to the game's economy</li> <li data-xf-list-type="ul">Have the setting react and change based on the PC's actions (and player's choices) in consistent ways</li> </ul></blockquote><p></p>
[QUOTE="LostSoul, post: 5785841, member: 386"] I call my game a "hack" because I feel that it's a different game. By that I mean that the point of playing the game is not the same in regular 4E. I wouldn't call house rules - even extensive ones - that don't change the point of playing the game a hack. (eg. Halving HP to provide quicker combats.) Though that's just how I use the terms and I don't claim them. The changes I made were meant to: [list][*]Remove guarantees that you would get to play the character you want - your status as hero, villain, or bad-ass is determined by the other player's judgement of your play [*]Have the players determine the adventures they would go on; that is, determine their own level of risk and reward [*]Bind the characters and the player's choices to the setting, so the details of the setting (and the PC's place within it) are an important factor in action resolution and resource management [*]Introduce a more strategic or long-term element to the game's economy [*]Have the setting react and change based on the PC's actions (and player's choices) in consistent ways[/list] [/QUOTE]
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