Mechanics wise I see a carefully balanced encounter system (for fair challenges)... I see a reward system for completing challenges that affects one's power and capabilities, (now random with the most current rules as opposed to parcels). I see the majority of 4e players I speak to disregarding or changing the fiction and fluff of classes and powers on a whim (as long as they don't change those carefully balanced gamist keywords, effects, etc)... and it not having an effect upon the game through any mechanics of the actual game.
A carefully balanced encounter system can provide fertile ground for narrativist exploration of "premise" because one can address "premise" without having to worry about losing your method of agency, ie. your PC. This isn't a necessary feature of Story Now (ie. narrativist) design; Burning Wheel doesn't use carefully balanced opposition, but that's a feature of the design - it uses failure to address premise.
What I think 4E is missing that would make it a good Story Now game is... well, let me paraphrase from The Forge's glossary what Story Now is:
Commitment to producing, heightening, and resolving a generalizable, problematic aspect of human interactions through play itself.
I think 4E is missing some key components:
- It doesn't "spike" the game with problematic aspects of human interaction the way, say, Sorcerer (demons = dysfunctional relationships) does.
When you make a Dragonborn Fighter you don't have to deal with questions about, say, was Arkhosia's war against Bael Turoth just; should people show you respect or make you pay based on the actions of your ancestors; do you have a responsibility as a Dragonborn to protect those weaker than your kick-ass dragon self, or can you be selfish, even if everyone expects you to be the hero; etc. The game kind of points in that direction but it doesn't make it a primary feature of play.
Now if you had something like a Key of Akrhosia (from The Shadow of Yesterday; this is the Key Conscience), which gave you:
- Minor Quest XP of your level every time your character helps someone who cannot help themselves;
- Minor Quest XP of your level every time your character defends someone with might who is in danger and cannot save themselves;
- Major Quest XP of your level every time your character takes someone in an unfortunate situation and changes their life to where they can help themselves;
- Double Major Quest XP of your level when you ignore a request for help, and you lose this Key for good.
In that case you wouldn't be able to ignore the problematic issues brought up by being a Dragonborn Fighter.
- The reward system doesn't heighten those problematic aspects. Again, looking at Sorcerer, the way a PC's Humanity interacts with their Demon's Needs and Wants will tend to heighten the issues brought up by the dysfunctional relationship.
- It doesn't guarantee resolution of those problematic aspects of human interaction, but then again most games don't. My Life With Master is an exception, where play is pretty much guaranteed to result in an end game that will put your choices throughout play in the spotlight.
In all the 4th edition playing that I did (2 different campaigns with 2 completely different groups, several months of LFR, and a few mini campaigns) I don't think that I EVER saw these rules invoked.
Probably because the "do something cool" option was always LESS effective than just spamming ones At Will powers.
My thinking is that players in 4E have too many options that come from their powers to spend much time thinking about "doing something cool."
That'd be great, and it is process that I seek. As you have probably seen by the rest of the thread, my wondering comes from the sameness I see in how it was actually handled in other editions and also in its possibility as an overarching model for a full RPG.
I tried to do this, more or less, with my hack.
[sblock]First, you describe your action. Based on that description, modifiers are determined:
You use your strength and raw power - STR
You use your endurance and physical stamina - CON
You use your physical quickness and precision - DEX
You use your mental quickness and reasoning - INT
You use your mental stamina and willpower - WIS
You use your social force and presence - CHA
You attack with intent to hurt, maim, or kill - Proficiency (ie. weapon or implement proficiency, including feat, class, and item bonuses)
You directly affect an opponent - Skill
You move past an obstacle or hazard - Skill
You take a defensive action - No roll
If the action has a loose association with any other skills the character has, add +2
If the character has a situational, tactical, or positional advantage, add +2
If the action is following up on the character's last, successful action, add +2
Once you have the modifiers you determine the DC. Once again, the DC is based on your character's action, and you pick the first one in the list that applies:
You try to aid someone else’s action - DC 10 + tier modifier
You try to grab, push, overpower, or manhandle the target - Fortitude
You try to touch or tag the target - Reflex
You try to attack someone's mind or convince someone of something - Will
You try to hurt someone physically - Armour Class
You are matching skills with someone - 10 + their skill
modifier
You are trying to do something else - DC set by Level
If the target has a situational, tactical, or positional advantage, add +2 to the DC
If you are targetting a specific location without a special power that allows for this, add +2 to the DC
If the target's action is to defend, add +2 to the DC
If you cannot see the target, add +5 to the DC
If the target has superior cover (eg. behind an arrow slit), add +5 to the DC
Anyone can determine modifiers but the DM vets them.[/sblock]