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I'm ready for Fourth Edition now (a brief manifesto)
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<blockquote data-quote="Balsamic Dragon" data-source="post: 1921592" data-attributes="member: 2433"><p>You make some good points, here are my responses:</p><p></p><p>1) I don't want long periods of dullness, I want opportunities for roleplaying! Which is where the less combat oriented characters will get to shine. With four encounters per session, most of them combat oriented, this isn't the case. On the other hand, I don't see why you need boring combats. Fighting kobalds doesn't give people the opportunity to stretch their abilities or to roleplaying. It's just dice rolling.</p><p></p><p>2) There are a lot of good third party books with respect to fighting styles and such. I plan to steal from them and incorporate it into the core system <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>3) First, I kind of want to get away from the "massive dungeon" paradigm. I ran all of Return to the Temple of Elemental Evil. It took over a year, and although they had fun, my players got really tired after a while. I found myself wanting to cut encounters that didn't really advance the plot or weren't as interesting. Second, traps are a big part of D&D, I just don't want the corrolary to that rule to be that there must be at least one rogue in the party. Same with healing. Parties without clerics tend to die really fast, but not because of a single nasty villian, but because of attrition. They have to go into the big fight with only half their hit points and they die. But not every party should _have_ to have a cleric.</p><p></p><p>4) The DM has control over what equipment goes into the game, right? So why can't this be achieved? And why can't the rules of the game be modified so that you don't _need_ all that equipment? To give an example, change the combat system so that AC is not as important as defensive maneuvers. Defensive maneuvers are based on a character's skills, while AC is usually based on magic items. </p><p></p><p>Balsamic Dragon</p></blockquote><p></p>
[QUOTE="Balsamic Dragon, post: 1921592, member: 2433"] You make some good points, here are my responses: 1) I don't want long periods of dullness, I want opportunities for roleplaying! Which is where the less combat oriented characters will get to shine. With four encounters per session, most of them combat oriented, this isn't the case. On the other hand, I don't see why you need boring combats. Fighting kobalds doesn't give people the opportunity to stretch their abilities or to roleplaying. It's just dice rolling. 2) There are a lot of good third party books with respect to fighting styles and such. I plan to steal from them and incorporate it into the core system :) 3) First, I kind of want to get away from the "massive dungeon" paradigm. I ran all of Return to the Temple of Elemental Evil. It took over a year, and although they had fun, my players got really tired after a while. I found myself wanting to cut encounters that didn't really advance the plot or weren't as interesting. Second, traps are a big part of D&D, I just don't want the corrolary to that rule to be that there must be at least one rogue in the party. Same with healing. Parties without clerics tend to die really fast, but not because of a single nasty villian, but because of attrition. They have to go into the big fight with only half their hit points and they die. But not every party should _have_ to have a cleric. 4) The DM has control over what equipment goes into the game, right? So why can't this be achieved? And why can't the rules of the game be modified so that you don't _need_ all that equipment? To give an example, change the combat system so that AC is not as important as defensive maneuvers. Defensive maneuvers are based on a character's skills, while AC is usually based on magic items. Balsamic Dragon [/QUOTE]
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