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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Help me understand 4e
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<blockquote data-quote="TikkchikFenTikktikk" data-source="post: 5372346" data-attributes="member: 67494"><p>D&D, 4th Edition in a nutshell: If a character wants to do something that has a chance of failure, they roll a d20.</p><p></p><p>The result of the roll may be modified up or down (depending on the character's abilities, the situation, previous planning and preparation, etc.). The DM picks a target number. If the modified result of the roll is higher than the target number, the character succeeds.</p><p></p><p>Almost every other rule and subsystem builds from this base, further defines the modifiers that might affect the roll, or further defines the target number.</p><p></p><p>If you don't like a 4E subsystem or rule, experiment with stripping it back to this base mechanic. </p><p></p><p>Regarding your specific points:</p><p>- If you don't like the tactical combat system try taking out conditions, taking out actions, and/or taking out combat advantage. That should give a system that feels very much like original D&D, though with the elegance of the Standard/Move/Minor system.</p><p></p><p>- You can use powers whenever you want. You can't reuse encounter powers until you've taken a short rest and you can't reuse daily powers until you've taken an extended rest. Power descriptions and combat rules take up most of the PHB and Heroes books, but that doesn't necessarily mean they should take up most of your play time.</p><p></p><p>- The time bubble thing sounds like a PEBRAP (problem exists between rules and players, meaning the DM is the problem). If the encounter feels like it's interrupting the flow of the session, it probably wasn't designed well or isn't being run well. If you are not having fun, simplify combat down to a skill challenge, handwave, or strip it all the way back to the golden rule.</p><p></p><p>4E is the most elegant version of D&D ever. If it feels too complicated, take a step back and refocus.</p></blockquote><p></p>
[QUOTE="TikkchikFenTikktikk, post: 5372346, member: 67494"] D&D, 4th Edition in a nutshell: If a character wants to do something that has a chance of failure, they roll a d20. The result of the roll may be modified up or down (depending on the character's abilities, the situation, previous planning and preparation, etc.). The DM picks a target number. If the modified result of the roll is higher than the target number, the character succeeds. Almost every other rule and subsystem builds from this base, further defines the modifiers that might affect the roll, or further defines the target number. If you don't like a 4E subsystem or rule, experiment with stripping it back to this base mechanic. Regarding your specific points: - If you don't like the tactical combat system try taking out conditions, taking out actions, and/or taking out combat advantage. That should give a system that feels very much like original D&D, though with the elegance of the Standard/Move/Minor system. - You can use powers whenever you want. You can't reuse encounter powers until you've taken a short rest and you can't reuse daily powers until you've taken an extended rest. Power descriptions and combat rules take up most of the PHB and Heroes books, but that doesn't necessarily mean they should take up most of your play time. - The time bubble thing sounds like a PEBRAP (problem exists between rules and players, meaning the DM is the problem). If the encounter feels like it's interrupting the flow of the session, it probably wasn't designed well or isn't being run well. If you are not having fun, simplify combat down to a skill challenge, handwave, or strip it all the way back to the golden rule. 4E is the most elegant version of D&D ever. If it feels too complicated, take a step back and refocus. [/QUOTE]
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