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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
lack of non-combat crunch is my biggest gripe with 4e atm
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<blockquote data-quote="duke_Qa" data-source="post: 4491112" data-attributes="member: 63087"><p>I was going to make a big thread about how i would have liked to fix that, but I found that hard to write properly in a short amount of time. I am instead going to write quickly about this bug thats scratching at my neck.<img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p><p></p><p>Basically, I love 4e's more strict rules and exception based design on powers and items. It's still a bit unusual for me, but overall I'm very optimistic of it growing on me as more books come out. </p><p>Right now on the other hand, I feel that 4e's designers have sacrificed non-combat mechanics in the wish of perfecting the combat-mechanics. Nothing wrong about that, the combat system is one of the better I've seen in any game designed to be played by humans and not through machines. </p><p></p><p>I just really hope that they are aware of this gap in 4e's mechanics, and have not gone down the path of "it's a feature, not a bug". They have said that they have tried to avoid non-combat mechanics because it inhibits roleplaying. And I can agree that badly made non-combat mechanics encourage that. </p><p>But roleplaying games is not all about having rules for combat. It's about having rules for other situations like mind-control, arcane powers beyond burning things, strange magical items and special quirks and perks. Think of disiplines/powers in WoD that were not directly connected to combat as a good example.</p><p></p><p></p><p>As far as I'm concerned, 4e's rules are wide open for patching in such rules. It would be a perfect addition to phbII if they find the room for it. If I could explain how I would have liked to see it as short as possible, it would probably sound like this: <em>"Non-combat powers . Every player gains x NC-powers at 1st lvl and more later on. These give NC-bonuses and abilities that cannot be used directly in combat." </em></p><p>It is basically its own power 'silo' module added to the game. It looks like the combat powers, it probably would work on the same time-schedules as the combat powers(dailies, encounters and at-wills, although the at-wills probably would be passive powers(always on) instead), and it would probably use alot of the same formatting. </p><p></p><p>But this is the part that I'm trying to avoid writing about. It's the part that interests me, but it quickly makes for a muddy OP. What this thread is mostly about is that I miss the good kind of RP-mechanics that I know exists in other roleplaying games. And I hope that we will either see a third-party book on the topic or some official supplement adding a module that supplies this. </p><p></p><p>And at the beginning of the end, if you feel that I've missed something in the core rules*, or have examples of good ways to implement non-combat/roleplaying mechanics into the game, please speak up. I'm happy to hear if people have opinions that cross into this area that is bugging me these days <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" />. </p><p>Also, if something is completely gibberish please tell me, I'm not a primary English-speaker and I have a tendency to leave out vital parts of my train-of-thought when I write quickly(or as of now, in the middle of the night), so it might get confusing.</p><p></p><p></p><p></p><p>*=(<em>I don't really count skills, feats or rituals as non-combat mechanics in this context because: </em></p><p><em>-</em><em>[rituals]</em><em> They are somewhat restricted to who can use them off the bat and what they do. </em></p><p><em>-</em><em>[feats]</em><em> They are somewhat mixed in with combat mechanics which makes for a balance game between combat and non-combat, where combat usually wins.[although adding a silo of non-combat feats might be an easy way to fix this problem I'm talking about]</em></p><p><em>-</em><em>[skills]</em><em> They are the basic way 4e works in non-combat/roleplaying, but they are rarely influenced beyond choosing race, taking training in them at first level or </em><em>non-combat feats to pump them up a bit more</em><em>, which I think is a bit too basic</em>)</p></blockquote><p></p>
[QUOTE="duke_Qa, post: 4491112, member: 63087"] I was going to make a big thread about how i would have liked to fix that, but I found that hard to write properly in a short amount of time. I am instead going to write quickly about this bug thats scratching at my neck.:hmm: Basically, I love 4e's more strict rules and exception based design on powers and items. It's still a bit unusual for me, but overall I'm very optimistic of it growing on me as more books come out. Right now on the other hand, I feel that 4e's designers have sacrificed non-combat mechanics in the wish of perfecting the combat-mechanics. Nothing wrong about that, the combat system is one of the better I've seen in any game designed to be played by humans and not through machines. I just really hope that they are aware of this gap in 4e's mechanics, and have not gone down the path of "it's a feature, not a bug". They have said that they have tried to avoid non-combat mechanics because it inhibits roleplaying. And I can agree that badly made non-combat mechanics encourage that. But roleplaying games is not all about having rules for combat. It's about having rules for other situations like mind-control, arcane powers beyond burning things, strange magical items and special quirks and perks. Think of disiplines/powers in WoD that were not directly connected to combat as a good example. As far as I'm concerned, 4e's rules are wide open for patching in such rules. It would be a perfect addition to phbII if they find the room for it. If I could explain how I would have liked to see it as short as possible, it would probably sound like this: [I]"Non-combat powers . Every player gains x NC-powers at 1st lvl and more later on. These give NC-bonuses and abilities that cannot be used directly in combat." [/I] It is basically its own power 'silo' module added to the game. It looks like the combat powers, it probably would work on the same time-schedules as the combat powers(dailies, encounters and at-wills, although the at-wills probably would be passive powers(always on) instead), and it would probably use alot of the same formatting. But this is the part that I'm trying to avoid writing about. It's the part that interests me, but it quickly makes for a muddy OP. What this thread is mostly about is that I miss the good kind of RP-mechanics that I know exists in other roleplaying games. And I hope that we will either see a third-party book on the topic or some official supplement adding a module that supplies this. And at the beginning of the end, if you feel that I've missed something in the core rules*, or have examples of good ways to implement non-combat/roleplaying mechanics into the game, please speak up. I'm happy to hear if people have opinions that cross into this area that is bugging me these days :confused:. Also, if something is completely gibberish please tell me, I'm not a primary English-speaker and I have a tendency to leave out vital parts of my train-of-thought when I write quickly(or as of now, in the middle of the night), so it might get confusing. *=([I]I don't really count skills, feats or rituals as non-combat mechanics in this context because: -[/I][I][rituals][/I][I] They are somewhat restricted to who can use them off the bat and what they do. -[/I][I][feats][/I][I] They are somewhat mixed in with combat mechanics which makes for a balance game between combat and non-combat, where combat usually wins.[although adding a silo of non-combat feats might be an easy way to fix this problem I'm talking about] -[/I][I][skills][/I][I] They are the basic way 4e works in non-combat/roleplaying, but they are rarely influenced beyond choosing race, taking training in them at first level or [/I][I]non-combat feats to pump them up a bit more[/I][I], which I think is a bit too basic[/I]) [/QUOTE]
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lack of non-combat crunch is my biggest gripe with 4e atm
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