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How do you handle 'special' actions in your game?
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<blockquote data-quote="Ariosto" data-source="post: 5069328" data-attributes="member: 80487"><p>The prime thing is the field of battle. Even more than in 3.5, I think, the treatment of fights in 4E really cries out for care and creativity in designing the setup -- so I would hope to see a lot of helpful material coming from Wizards. One might put on a "video game level designer hat".</p><p></p><p>Thinking in three dimensions is too often neglected, unless it's to specify that apparent potential props are really just useless scenery. Places to go and <em>things to move</em> (or destroy) are assets on which not to skimp.</p><p></p><p>Excitement tends IME to entail <strong>daring</strong> -- which is to say risk, uncertain outcomes riding on rolls of the dice. Ken St Andre long ago laid down a basic principle in Tunnels & Trolls: one can get a chance to do unto others in exchange for a chance of it backfiring.</p><p></p><p>A gamble is not rationally very appealing if one has an advantage that should tell in the long run. It's the fellow who's screwed <em>except for</em> outrageous fortune who is better off skipping the long run by betting everything (or just a lot) on one throw.</p><p></p><p>The exception is when there's a keen element of time pressure. Maybe the players can count on winning a prolonged battle of attrition, but there's greater potential reward in the riskier but quicker approach.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5069328, member: 80487"] The prime thing is the field of battle. Even more than in 3.5, I think, the treatment of fights in 4E really cries out for care and creativity in designing the setup -- so I would hope to see a lot of helpful material coming from Wizards. One might put on a "video game level designer hat". Thinking in three dimensions is too often neglected, unless it's to specify that apparent potential props are really just useless scenery. Places to go and [i]things to move[/i] (or destroy) are assets on which not to skimp. Excitement tends IME to entail [b]daring[/b] -- which is to say risk, uncertain outcomes riding on rolls of the dice. Ken St Andre long ago laid down a basic principle in Tunnels & Trolls: one can get a chance to do unto others in exchange for a chance of it backfiring. A gamble is not rationally very appealing if one has an advantage that should tell in the long run. It's the fellow who's screwed [i]except for[/i] outrageous fortune who is better off skipping the long run by betting everything (or just a lot) on one throw. The exception is when there's a keen element of time pressure. Maybe the players can count on winning a prolonged battle of attrition, but there's greater potential reward in the riskier but quicker approach. [/QUOTE]
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