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How would you redo 4e?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8951517" data-attributes="member: 6790260"><p>I have not, but I have other issues with this approach. Same goes for Level Up's dice. I don't personally think it's actually that good of design to encourage rolling and tabulating fistfuls of dice. That's a me thing though, so I don't make a big stink of it.</p><p></p><p>My personal preference would be to make a tiered system of benefits/detriments. Something <em>like</em> this (though it would, of course, need a ton of playtesting to make sure it works correctly):</p><p></p><p>For "basic" use, and as the thing to unlock something meant to be common but not guaranteed, effectively 4e's Combat Advantage: +2 to relevant rolls. Call it "Boosted."* It would also have an inverse -2 called "Busted,"* which could likewise act as something to unlock possible actions. Frex, the Bravura Warlord might have the ability to leverage an ally becoming Busted, or might have a core mechanic of enabling allies to acquire Boosted status in exchange for being inflicted with Busted. While it wouldn't stack, it would tally, so if you have three sources of Boost and two sources of Bust, you get +2; if the two cancel out exactly, you're neutral.</p><p></p><p>Then, for more advanced/important/dramatic buffs, you have 5e-style Advantage, which either you have or you don't. It doesn't tally, so if you have both Advantage and Disadvantage from any number of sources, you're normal. This would be used <em>sparingly</em> for stuff meant to be potent but not world-changing, that way it should <em>generally</em> matter a lot that a player can acquire it. It would also stack with Boost/Bust, allowing a spread of benefits: Boost alone pushes up the minimum but only gives a relatively small extra chance to succeed, Advantage alone gives a much higher chance of high rolls but can't push you past your limits, and Boost+Advantage gives you a really solid chance of success and potentially opens the door for higher success.</p><p></p><p>There would still be room for other modifiers, like granting +Cha mod to an ally's damage or whatever, but these would be used judiciously, only for things where it's really supposed to <em>matter</em>. (And it's not like 5e doesn't do stuff like that anyway.) Consumables might or might not be restricted to this system. I find that players usually need a lot of convincing to be willing to part with their consumables, so making them separate from the usual limits on bonuses is a way to use a carrot, rather than a stick, to encourage actually <em>using</em> the consumables you find.</p><p></p><p>*I'm not attached to these names. I just feel like they're quick, straightforward, and nicely assonant. "Boost and Bust" has echoes of "Boom and Bust," which doesn't really <em>do</em> much but is kind of fun.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8951517, member: 6790260"] I have not, but I have other issues with this approach. Same goes for Level Up's dice. I don't personally think it's actually that good of design to encourage rolling and tabulating fistfuls of dice. That's a me thing though, so I don't make a big stink of it. My personal preference would be to make a tiered system of benefits/detriments. Something [I]like[/I] this (though it would, of course, need a ton of playtesting to make sure it works correctly): For "basic" use, and as the thing to unlock something meant to be common but not guaranteed, effectively 4e's Combat Advantage: +2 to relevant rolls. Call it "Boosted."* It would also have an inverse -2 called "Busted,"* which could likewise act as something to unlock possible actions. Frex, the Bravura Warlord might have the ability to leverage an ally becoming Busted, or might have a core mechanic of enabling allies to acquire Boosted status in exchange for being inflicted with Busted. While it wouldn't stack, it would tally, so if you have three sources of Boost and two sources of Bust, you get +2; if the two cancel out exactly, you're neutral. Then, for more advanced/important/dramatic buffs, you have 5e-style Advantage, which either you have or you don't. It doesn't tally, so if you have both Advantage and Disadvantage from any number of sources, you're normal. This would be used [I]sparingly[/I] for stuff meant to be potent but not world-changing, that way it should [I]generally[/I] matter a lot that a player can acquire it. It would also stack with Boost/Bust, allowing a spread of benefits: Boost alone pushes up the minimum but only gives a relatively small extra chance to succeed, Advantage alone gives a much higher chance of high rolls but can't push you past your limits, and Boost+Advantage gives you a really solid chance of success and potentially opens the door for higher success. There would still be room for other modifiers, like granting +Cha mod to an ally's damage or whatever, but these would be used judiciously, only for things where it's really supposed to [I]matter[/I]. (And it's not like 5e doesn't do stuff like that anyway.) Consumables might or might not be restricted to this system. I find that players usually need a lot of convincing to be willing to part with their consumables, so making them separate from the usual limits on bonuses is a way to use a carrot, rather than a stick, to encourage actually [I]using[/I] the consumables you find. *I'm not attached to these names. I just feel like they're quick, straightforward, and nicely assonant. "Boost and Bust" has echoes of "Boom and Bust," which doesn't really [I]do[/I] much but is kind of fun. [/QUOTE]
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