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Mike Mearls on how 4E could have looked
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<blockquote data-quote="Manbearcat" data-source="post: 7522218" data-attributes="member: 6696971"><p>I can help with the bolded and underlined. This is how it comes together:</p><p></p><p>1) Combat Roles - Classes each have a suite of inherent features/abilities, the intersection of which creates extremely distinct, and extremely potent, combat roles. They also have secondary roles and can diversify to make them more potent, but fundamentally, each character is now a Magic the Gathering Deck Archetype that has inherent answers to problems.</p><p></p><p>2) Group Synergy - The combat mechanics (from enemy design, to enemy group synergy, to enemy group synergy or lackthereoff with terrain features, to unlocking Surges/swings in battle and the actual PC role mechanics themselves) create a scenario where force multiplication through heady play is more important than ever.</p><p></p><p>3) Symmetrical Resource Scheduling - Everyone being on the same resource schedule means that there is no inherent intra-combat or intra-adventuring day tension between classes (the Milestone mechanic augments this).</p><p></p><p>4) System maths + broad and potent skills + ease of access to them + genre logic + potent noncombat utility powers - All of this comes together to ensure that archetypes will be competent in their archetypal shtick and can easily push that further and diversify it though Feats/Utility Powers/Magic Item Augments (or Boons etc).</p><p></p><p>5) Noncombat Conflict Resolution and Fail Forward - Scene based play ensures relative parity in deployed resources as it terminates the "win condition" phenomenon inherent to powerful, gamestate-changing Wizard spells. Further, Fail Forward augments the competence factor as failure now means "story loss/setback and something interesting happens to change the situation dynamically and adversely on the ~ 33 % of your failed action declarations" rather than "compound probability maths say your an incompetent buffoon."</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7522218, member: 6696971"] I can help with the bolded and underlined. This is how it comes together: 1) Combat Roles - Classes each have a suite of inherent features/abilities, the intersection of which creates extremely distinct, and extremely potent, combat roles. They also have secondary roles and can diversify to make them more potent, but fundamentally, each character is now a Magic the Gathering Deck Archetype that has inherent answers to problems. 2) Group Synergy - The combat mechanics (from enemy design, to enemy group synergy, to enemy group synergy or lackthereoff with terrain features, to unlocking Surges/swings in battle and the actual PC role mechanics themselves) create a scenario where force multiplication through heady play is more important than ever. 3) Symmetrical Resource Scheduling - Everyone being on the same resource schedule means that there is no inherent intra-combat or intra-adventuring day tension between classes (the Milestone mechanic augments this). 4) System maths + broad and potent skills + ease of access to them + genre logic + potent noncombat utility powers - All of this comes together to ensure that archetypes will be competent in their archetypal shtick and can easily push that further and diversify it though Feats/Utility Powers/Magic Item Augments (or Boons etc). 5) Noncombat Conflict Resolution and Fail Forward - Scene based play ensures relative parity in deployed resources as it terminates the "win condition" phenomenon inherent to powerful, gamestate-changing Wizard spells. Further, Fail Forward augments the competence factor as failure now means "story loss/setback and something interesting happens to change the situation dynamically and adversely on the ~ 33 % of your failed action declarations" rather than "compound probability maths say your an incompetent buffoon." [/QUOTE]
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