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General Tabletop Discussion
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How would you redo 4e?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8980203" data-attributes="member: 82106"><p>4e should be articulated as an engine for low myth Story Now sort of play. This doesn't require ANY actual hard rules changes (some cleanups and fixes are good), but simply a more coherent presentation. Ideally a few areas would be adjusted a bit to conform more to that sort of play, and particularly the techniques of reconceptualizing the color over the advance from tier to tier. The only piece of actual crunch that impacts is things like jumping distances and a few specific things like that. Jumping distance itself is a bit tricky, as in combat you'd like a fairly well-defined and limited value that can be calculated, but more the opposite in a general sense (IE Epic PCs jumping giant chasms is totally cromulent). I'm not sure how to address that aspect exactly, as 4e is a bit of an odd duck of a game in the sense of wanting to be both very narrative AND have a detailed tactical combat system. It works, but now and then you do run into these conflicting design goals.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8980203, member: 82106"] 4e should be articulated as an engine for low myth Story Now sort of play. This doesn't require ANY actual hard rules changes (some cleanups and fixes are good), but simply a more coherent presentation. Ideally a few areas would be adjusted a bit to conform more to that sort of play, and particularly the techniques of reconceptualizing the color over the advance from tier to tier. The only piece of actual crunch that impacts is things like jumping distances and a few specific things like that. Jumping distance itself is a bit tricky, as in combat you'd like a fairly well-defined and limited value that can be calculated, but more the opposite in a general sense (IE Epic PCs jumping giant chasms is totally cromulent). I'm not sure how to address that aspect exactly, as 4e is a bit of an odd duck of a game in the sense of wanting to be both very narrative AND have a detailed tactical combat system. It works, but now and then you do run into these conflicting design goals. [/QUOTE]
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How would you redo 4e?
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