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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="pemerton" data-source="post: 5498317" data-attributes="member: 42582"><p>I've lost track of your letters. What do A, B and C designate relative to Czege's example?</p><p></p><p>Would you care to elaborate? For example, how does one determine whether or not a satisfactory camp site is found, or river crossing is achieved, without a detailed map and terrain description?</p><p></p><p>I don't see this. The only thing that determines at the end of that sequence that the thugs turn up is <em>that this is the third failure</em>. There is no ingame causal logic that makes them turn up - it's a metagame determination governed by the skill challenge mechanic.</p><p></p><p>I didn't know that race descriptions aren't rules. And your half-orc example is interesting. In fact, your mentioning of it reminds me that Penumbra published a couple of modules that pick up on this - one by Keith Baker (? - the Eberron guy) called Ebon Mirror, Mearls' Belly of the Beast, and also The Last Dance.</p><p></p><p>Because of its contribution to dramatic pacing in combat - as I've said several times upthread, the fact that the monsters start with the advantage, but that the ability of the PCs to draw on their reserves then turns the tide.</p><p></p><p>It's minor for dwarves. Action points can be spent. Second wind can be triggered by a different PC taking a standard action and making a heal check. And I've referred not only to second wind but to other powers that permit spending of healing surges, and a number of these are minor actions - lay on hands and the X words of the various leader classes being the most obvious.</p><p></p><p>My question to you is - how much play experience of 4e do you have? In your experience, does or does not 4e combat have the dynamic I describe? It's very obvious at my table. Many other posters on these boards have also talked about it. I tend to see it as a fairly evident diffrence between 4e combat and other mainstream fantasy RPGs, achieved by the way PC access to resources - including but not limited to healing surges - is structured.</p><p></p><p>Instead of being outrageously rude to someone posting detailed accounts of his playstyle and the actual play of his games, I would find it more interesting to hear about your actual play experiences. Did you try 4e combat and not see the dynamic I describe? How have you acheived narrativist play in 3E? What techniques do you use to resolve overland travel that avoid minutiae and also avoid GM fiat?</p></blockquote><p></p>
[QUOTE="pemerton, post: 5498317, member: 42582"] I've lost track of your letters. What do A, B and C designate relative to Czege's example? Would you care to elaborate? For example, how does one determine whether or not a satisfactory camp site is found, or river crossing is achieved, without a detailed map and terrain description? I don't see this. The only thing that determines at the end of that sequence that the thugs turn up is [I]that this is the third failure[/I]. There is no ingame causal logic that makes them turn up - it's a metagame determination governed by the skill challenge mechanic. I didn't know that race descriptions aren't rules. And your half-orc example is interesting. In fact, your mentioning of it reminds me that Penumbra published a couple of modules that pick up on this - one by Keith Baker (? - the Eberron guy) called Ebon Mirror, Mearls' Belly of the Beast, and also The Last Dance. Because of its contribution to dramatic pacing in combat - as I've said several times upthread, the fact that the monsters start with the advantage, but that the ability of the PCs to draw on their reserves then turns the tide. It's minor for dwarves. Action points can be spent. Second wind can be triggered by a different PC taking a standard action and making a heal check. And I've referred not only to second wind but to other powers that permit spending of healing surges, and a number of these are minor actions - lay on hands and the X words of the various leader classes being the most obvious. My question to you is - how much play experience of 4e do you have? In your experience, does or does not 4e combat have the dynamic I describe? It's very obvious at my table. Many other posters on these boards have also talked about it. I tend to see it as a fairly evident diffrence between 4e combat and other mainstream fantasy RPGs, achieved by the way PC access to resources - including but not limited to healing surges - is structured. Instead of being outrageously rude to someone posting detailed accounts of his playstyle and the actual play of his games, I would find it more interesting to hear about your actual play experiences. Did you try 4e combat and not see the dynamic I describe? How have you acheived narrativist play in 3E? What techniques do you use to resolve overland travel that avoid minutiae and also avoid GM fiat? [/QUOTE]
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