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Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")
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<blockquote data-quote="LostSoul" data-source="post: 5502865" data-attributes="member: 386"><p>For what it's worth, I think 4E is pretty good for improv, at least for me.</p><p></p><p>There are a couple of ways I think 4E achieves this. (Not trying to make comparisons here, just how it works for me.)</p><p></p><ul> <li data-xf-list-type="ul">I find it easy to resolve "actions the rules don't cover" by using set values for Fort, Ref, and Will.</li> <li data-xf-list-type="ul">DCs are set by level; I know, as DM, that a 3rd-level monster will have the right DCs to be a 3rd-level challenge, and I can use that handy table on page 42 to set appropriate DCs.</li> <li data-xf-list-type="ul">I can base any action on the appropriate stat.</li> <li data-xf-list-type="ul">NPC attacks use a simple formula - level + 5 vs. AC and level + 3 vs Fort, Ref, or Will.</li> <li data-xf-list-type="ul">I can set the amount of damage any action does by using that table on page 42.</li> </ul><p></p><p>I don't think I use these features in a manner typical to most 4E DMs. A quick example: in a recent setting, the PCs were fighting near an icy river. The level of the hex was pre-determined to be 2. When anyone got pushed into the river, it was simple to determine if the icy waters chilled them to the bone (+5 vs Fort, 3d10+3 damage). When characters try to swim out of the river, I know what the DC is (15).</p><p></p><p>It should be noted that I use the logical results of actions to determine non-damaging effects; the river's current was pretty strong, so it moved characters 10' per round. In order to make this really work I had to hack things a little bit: "If the action requires another character to be physically maimed, such as stabbing someone in the eye to blind them, and the character taking the action possesses no special talent to deliver this effect, the target must be Bloodied (either before the action is taken or as a result of the action) and be unable to defend themselves from the attack."</p><p></p><p>(Hmm, I guess that icy river could have given characters pneumonia. Neat.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5502865, member: 386"] For what it's worth, I think 4E is pretty good for improv, at least for me. There are a couple of ways I think 4E achieves this. (Not trying to make comparisons here, just how it works for me.) [list][*]I find it easy to resolve "actions the rules don't cover" by using set values for Fort, Ref, and Will. [*]DCs are set by level; I know, as DM, that a 3rd-level monster will have the right DCs to be a 3rd-level challenge, and I can use that handy table on page 42 to set appropriate DCs. [*]I can base any action on the appropriate stat. [*]NPC attacks use a simple formula - level + 5 vs. AC and level + 3 vs Fort, Ref, or Will. [*]I can set the amount of damage any action does by using that table on page 42.[/list] I don't think I use these features in a manner typical to most 4E DMs. A quick example: in a recent setting, the PCs were fighting near an icy river. The level of the hex was pre-determined to be 2. When anyone got pushed into the river, it was simple to determine if the icy waters chilled them to the bone (+5 vs Fort, 3d10+3 damage). When characters try to swim out of the river, I know what the DC is (15). It should be noted that I use the logical results of actions to determine non-damaging effects; the river's current was pretty strong, so it moved characters 10' per round. In order to make this really work I had to hack things a little bit: "If the action requires another character to be physically maimed, such as stabbing someone in the eye to blind them, and the character taking the action possesses no special talent to deliver this effect, the target must be Bloodied (either before the action is taken or as a result of the action) and be unable to defend themselves from the attack." (Hmm, I guess that icy river could have given characters pneumonia. Neat.) [/QUOTE]
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