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Mike Mearls on how 4E could have looked
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<blockquote data-quote="pemerton" data-source="post: 7519008" data-attributes="member: 42582"><p>Actually, 4e <em>does</em> have a rule for everything that is not a combat challenge:</p><p></p><p style="margin-left: 20px">(1) work out whether or not the action is possible (given considerations of genrre, tier, PC capability from the point of view of the fiction, etc);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(2) if the answer to (1) is yes, then set a DC using the DC-by-level chart (this may or may not be part of a skill challenge, depending on whether or not the GM takes the view that the action being attempted is scene-worthy in itself);</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">(3) resolve the skill check/skill challenge in accordance with the rules for such - make a check, apply adjustments for fictional advantage, power expenditure, etc (which in some cases may make success automatic), determine success/failure.</p><p></p><p>This is very similar to the rule(s) of Maelstrom Storytelling, HeroWars/Quest, and Marvel Heroic RP/Cortex+ Heroic (all of which have the same sort of rule for everything). And it's not "codified" at all.</p><p></p><p>Now if by <em>everything</em> you mean <em>every possible combat manoeuvre</em> then the situation is a bit different. Every character does have a list of codified abilities. But there is also a very robust set of improvisation rules.</p><p></p><p>What's the DC to blow a demon through a timber wall using Thunderwave? AD&D doesn't tell me. 5e doesn't tell me. 4e does - pick the DC of the DC-by-level table and make an Arcana check.</p><p></p><p>Now maybe there are crappy GMs out there (including players acting as backseat GMs) who want to block an interesting action like that. I don't see how 2nd ed AD&D makes any difference to that temperament - just as creativity is a property of the player, so is being a boring railroader - but 4e actually (i) has a section that discusses how to adjudicate these things, and (ii) has the system resources (DC-by-level and damage-by-level charts) to deliver.</p><p></p><p>EDIT: Here's another take on the issue, one that's been suggested to me quite a bit in recent threads:</p><p></p><p>If "action resolution" really means nothing more than <em>the GM decides what happens</em>, then what is the role of the player? Apparently, to <em>make suggestions to the GM</em>. Only the GM is actually playing the game!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7519008, member: 42582"] Actually, 4e [I]does[/I] have a rule for everything that is not a combat challenge: [indent](1) work out whether or not the action is possible (given considerations of genrre, tier, PC capability from the point of view of the fiction, etc); (2) if the answer to (1) is yes, then set a DC using the DC-by-level chart (this may or may not be part of a skill challenge, depending on whether or not the GM takes the view that the action being attempted is scene-worthy in itself); (3) resolve the skill check/skill challenge in accordance with the rules for such - make a check, apply adjustments for fictional advantage, power expenditure, etc (which in some cases may make success automatic), determine success/failure.[/indent] This is very similar to the rule(s) of Maelstrom Storytelling, HeroWars/Quest, and Marvel Heroic RP/Cortex+ Heroic (all of which have the same sort of rule for everything). And it's not "codified" at all. Now if by [I]everything[/I] you mean [I]every possible combat manoeuvre[/I] then the situation is a bit different. Every character does have a list of codified abilities. But there is also a very robust set of improvisation rules. What's the DC to blow a demon through a timber wall using Thunderwave? AD&D doesn't tell me. 5e doesn't tell me. 4e does - pick the DC of the DC-by-level table and make an Arcana check. Now maybe there are crappy GMs out there (including players acting as backseat GMs) who want to block an interesting action like that. I don't see how 2nd ed AD&D makes any difference to that temperament - just as creativity is a property of the player, so is being a boring railroader - but 4e actually (i) has a section that discusses how to adjudicate these things, and (ii) has the system resources (DC-by-level and damage-by-level charts) to deliver. EDIT: Here's another take on the issue, one that's been suggested to me quite a bit in recent threads: If "action resolution" really means nothing more than [I]the GM decides what happens[/I], then what is the role of the player? Apparently, to [I]make suggestions to the GM[/I]. Only the GM is actually playing the game! [/QUOTE]
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