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It's time for another "Good Idea, Bad Idea"
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4337347" data-attributes="member: 710"><p>I don't entirely agree with your list of "WRONG"s, because I feel they improve the game or the alternatives we know at least didn't work so well, but here are my wrongs.</p><p></p><p>WRONG:</p><p>Focus on the battle grid. It works great for my group, I think, but it is a hindrance to others. There should be a way to abstract movement more. Maybe the DMG II, Dragon, the GSL or this very House Rule forum can provide some stuff here.</p><p></p><p>WRONG:</p><p>Daily powers. I am certain it works fine in typical games, and I personally don't have trouble rationalizing martial dailies and stuff like that. Still, others do have problems, and I still don't like that it might still promote 15-minute adventuring days. But I also not that without such a mechanismn, the possibility of operational play and the ability of players to say "This fight is important to me, I will use everything I got" and the DMs ability to create encounters with varying difficulty leves are greatly diminished without daily powers. Even Healing Surges might not be enough.</p><p>What I might also like as an alternative would be a "follow-up" maneuver system that replicates the overall effect of the At-Will/Encounter/Daily denotations, but gives people that have trouble rationalizing the system the option to create a more simulationist way to play the game. Maybe that's another topic for House Rules, GLS or DMG II?</p><p></p><p>WRONG: </p><p>They did spend all their effort on combat roles and powers for combat. With another 2 years of design & development, they could have probably created a similar subsystem for non-combat stuff. I think it could have been awesome - or it could have driven even mroe people off, because non-combat powers would ultimately probably add even more meta-game/narrative elements into the game rules. And if people don't like rationalizing a Daily Martial power using narrative control of the player vs in-character knowledge, they might not like narrative rules for advancing storylines. Heck, I don't even know if I would really like the latter. I would just love to see them integrated in game that still faciliates butt-kicking and killing monsters and taking their stuff in a "visual" manner...</p><p></p><p>RIGHT: </p><p>Unified class system. The specifics can be criticized, but I think having a unified system greatly serves playability and balance of he game. And I also think that they achieved the goal to reach a unique flair for each class, despite using the same core mechanic for most aspects. </p><p></p><p>RIGHT:</p><p>Tiers of play. I absolutely love this concept. It gives a DM and the players a feel on what to expect at which levels, what kind of plots will work and what not. At what level are certain abilities reasonable or expected (flight, long-distance travel spells, divinations etc.)</p><p></p><p>I think there's more, but this has to suffice for now...</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4337347, member: 710"] I don't entirely agree with your list of "WRONG"s, because I feel they improve the game or the alternatives we know at least didn't work so well, but here are my wrongs. WRONG: Focus on the battle grid. It works great for my group, I think, but it is a hindrance to others. There should be a way to abstract movement more. Maybe the DMG II, Dragon, the GSL or this very House Rule forum can provide some stuff here. WRONG: Daily powers. I am certain it works fine in typical games, and I personally don't have trouble rationalizing martial dailies and stuff like that. Still, others do have problems, and I still don't like that it might still promote 15-minute adventuring days. But I also not that without such a mechanismn, the possibility of operational play and the ability of players to say "This fight is important to me, I will use everything I got" and the DMs ability to create encounters with varying difficulty leves are greatly diminished without daily powers. Even Healing Surges might not be enough. What I might also like as an alternative would be a "follow-up" maneuver system that replicates the overall effect of the At-Will/Encounter/Daily denotations, but gives people that have trouble rationalizing the system the option to create a more simulationist way to play the game. Maybe that's another topic for House Rules, GLS or DMG II? WRONG: They did spend all their effort on combat roles and powers for combat. With another 2 years of design & development, they could have probably created a similar subsystem for non-combat stuff. I think it could have been awesome - or it could have driven even mroe people off, because non-combat powers would ultimately probably add even more meta-game/narrative elements into the game rules. And if people don't like rationalizing a Daily Martial power using narrative control of the player vs in-character knowledge, they might not like narrative rules for advancing storylines. Heck, I don't even know if I would really like the latter. I would just love to see them integrated in game that still faciliates butt-kicking and killing monsters and taking their stuff in a "visual" manner... RIGHT: Unified class system. The specifics can be criticized, but I think having a unified system greatly serves playability and balance of he game. And I also think that they achieved the goal to reach a unique flair for each class, despite using the same core mechanic for most aspects. RIGHT: Tiers of play. I absolutely love this concept. It gives a DM and the players a feel on what to expect at which levels, what kind of plots will work and what not. At what level are certain abilities reasonable or expected (flight, long-distance travel spells, divinations etc.) I think there's more, but this has to suffice for now... [/QUOTE]
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