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Community
General Tabletop Discussion
D&D Older Editions
lack of non-combat crunch is my biggest gripe with 4e atm
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<blockquote data-quote="duke_Qa" data-source="post: 4492991" data-attributes="member: 63087"><p>Because, as I wrote in the OP, I took them out of this context because they are what the game has to offer, and I feel that they are acceptable mechanics but that there is room for others that enhance them. </p><p>I never meant that I wanted to remove them from the game and replace them with these hypothetical rules. These rules are supposed to fit in between your character and the skill-challenges/noncombat the way combat-powers fit in between your character and combat challenges. </p><p></p><p>These rules that I'm hoping to get out of this, are to be usable in non-combat challenges. Be they skill-challenges or single skill-checks or an attack on someone's will save or whatever. they are not "get out of roleplay for free" powercards. </p><p></p><p></p><p>I agree with you that skill training and skill focus are mechanics that does what I'm thinking about to some extent. But as mentioned earlier, when you have to choose a feat that makes you more effective in combat for one that makes you more effective in non-combat, people usually picks the combat feat. </p><p>Thats what makes a module like this interesting to me, it allows you to pick quirks and perks and not have it affect your combat capabilities.</p></blockquote><p></p>
[QUOTE="duke_Qa, post: 4492991, member: 63087"] Because, as I wrote in the OP, I took them out of this context because they are what the game has to offer, and I feel that they are acceptable mechanics but that there is room for others that enhance them. I never meant that I wanted to remove them from the game and replace them with these hypothetical rules. These rules are supposed to fit in between your character and the skill-challenges/noncombat the way combat-powers fit in between your character and combat challenges. These rules that I'm hoping to get out of this, are to be usable in non-combat challenges. Be they skill-challenges or single skill-checks or an attack on someone's will save or whatever. they are not "get out of roleplay for free" powercards. I agree with you that skill training and skill focus are mechanics that does what I'm thinking about to some extent. But as mentioned earlier, when you have to choose a feat that makes you more effective in combat for one that makes you more effective in non-combat, people usually picks the combat feat. Thats what makes a module like this interesting to me, it allows you to pick quirks and perks and not have it affect your combat capabilities. [/QUOTE]
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Community
General Tabletop Discussion
D&D Older Editions
lack of non-combat crunch is my biggest gripe with 4e atm
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