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How would you redo 4e?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8979579" data-attributes="member: 82106"><p>Hmm, lets think about this...</p><p></p><p>Well, it avoids all the adding and subtracting and looking endlessly for one more thing. Generally on the GM side if the bad guys have advantage or conversely grant the PCs disadvantage, there's a short list of ways that can happen (if your monster/scenario design makes that a long list maybe you should sharpen up the design). In practice we have found it speeds up play when it replaces all situational modifiers, but YMMV I guess?</p><p></p><p>I hear what you are saying, OTOH we decided way back when it would be utilized in certain specific situations and not in basically any others, though there is some slight wiggle room outside of combat. It hasn't presented an issue at this point. It comes up enough to matter, but not enough to become just an ordinary thing. Given that I am the one designing my game, I don't have to let things get borked up.</p><p></p><p>I just find this to be too much mental effort for my 60-year-old brain to put it bluntly. When I play I want things to MOVE and FLOW and just not get hung up on if something did or didn't stack and focused on adding up 6 different tiny little bonuses. So, maybe that's part of why my design feels right for HoML, because it is not a game of little nitty gritty stuff. The heroes are not grubbing for points. They are being clever, and deploying skill in terms of obtaining advantage whenever they can, and in how they deploy their power points, etc. Combat is supposed to be tactical, but you are more likely to do crazy stuff and focus less on small numbers of opponents. The '5x5' format of 4e combats is fine, but I find it too limited.</p><p></p><p>Well, I have a bit more specifically specified process for how a situation is mapped onto a roll, though I don't think it really is much different from what you are saying in practice.</p><p></p><p>In any case, you'd have to play it to see, as in some sense there is terminological variation here too. Like, your 'fixed' bonuses CAN actually be dependent on situation. Permanent bonuses in particular frequently have things like keyword bindings, so "Cold Iron Knife: +3 permanent bonus to attack and damage rolls vs fey creatures" is a thing. Now, you might have some other +3 permanent bonus and not care about this, but chances are you don't, so its likely there's going to be a bit of figuring at the start of a fight, though I tend to stick to a theme for at least the arc of a challenge or quest, so you probably just write down your total adjusted base bonus the first time this comes up. That's a bit like your 'boosted' kind of idea, but more restricted. I guess technically powers could play games with this, but I have not really wanted to go down that path, beyond maybe some that do extra damage vs certain keywords.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8979579, member: 82106"] Hmm, lets think about this... Well, it avoids all the adding and subtracting and looking endlessly for one more thing. Generally on the GM side if the bad guys have advantage or conversely grant the PCs disadvantage, there's a short list of ways that can happen (if your monster/scenario design makes that a long list maybe you should sharpen up the design). In practice we have found it speeds up play when it replaces all situational modifiers, but YMMV I guess? I hear what you are saying, OTOH we decided way back when it would be utilized in certain specific situations and not in basically any others, though there is some slight wiggle room outside of combat. It hasn't presented an issue at this point. It comes up enough to matter, but not enough to become just an ordinary thing. Given that I am the one designing my game, I don't have to let things get borked up. I just find this to be too much mental effort for my 60-year-old brain to put it bluntly. When I play I want things to MOVE and FLOW and just not get hung up on if something did or didn't stack and focused on adding up 6 different tiny little bonuses. So, maybe that's part of why my design feels right for HoML, because it is not a game of little nitty gritty stuff. The heroes are not grubbing for points. They are being clever, and deploying skill in terms of obtaining advantage whenever they can, and in how they deploy their power points, etc. Combat is supposed to be tactical, but you are more likely to do crazy stuff and focus less on small numbers of opponents. The '5x5' format of 4e combats is fine, but I find it too limited. Well, I have a bit more specifically specified process for how a situation is mapped onto a roll, though I don't think it really is much different from what you are saying in practice. In any case, you'd have to play it to see, as in some sense there is terminological variation here too. Like, your 'fixed' bonuses CAN actually be dependent on situation. Permanent bonuses in particular frequently have things like keyword bindings, so "Cold Iron Knife: +3 permanent bonus to attack and damage rolls vs fey creatures" is a thing. Now, you might have some other +3 permanent bonus and not care about this, but chances are you don't, so its likely there's going to be a bit of figuring at the start of a fight, though I tend to stick to a theme for at least the arc of a challenge or quest, so you probably just write down your total adjusted base bonus the first time this comes up. That's a bit like your 'boosted' kind of idea, but more restricted. I guess technically powers could play games with this, but I have not really wanted to go down that path, beyond maybe some that do extra damage vs certain keywords. [/QUOTE]
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