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Mike Mearls on how 4E could have looked
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<blockquote data-quote="Manbearcat" data-source="post: 7522740" data-attributes="member: 6696971"><p>[MENTION=48965]Imaro[/MENTION]</p><p></p><p>Trying to round out the rest of your questions:</p><p></p><p>1) The hoverpod was Fly 120 (Hover), 18 AC, 90 HP, +15 to hit @ 120 range w/ Multi-attack * 3 @ 18 damage per, Shield @ Recharge 6.</p><p></p><p>2) The ship wasn't massive like a Star Destroyer. Basically just typical dungeon size or castle size with multiple branching paths, wandering monsters, self-defense systems ("traps" in nomenclature), and the two "set piece" rooms. The PCs would constantly be inside of 1000 feet of The Time Reaper. They were moving at Fast Pace for a dungeon (or 40 sq/minute) because the Wizard/Rogue already had Disadvantage for Perception (but the Rogue had Expertise and + 2 so auto-success on 15...again, he detected and resolved the sole self-defense system RE they faced) and Stealth wasn't a thing so who cares. As I said in my post, the 10 minutes of utility of Discern Location probably saved them about 4 RE/WM checks, which @ 25 % chance per exploration move equals roughly one encounter saved.</p><p></p><p>3) Regarding parley and Geas on the commander/engineer, this is an area of disagreement that you and I have. (a) I don't feel like NPCs that are predispositioned toward giving the PCs no chance at functional parley are helpful to play. I always want PCs to remain somewhat open/unfixed and then I'll take the lead from the PCs in approach and, if parley, we'll take the lead on "what happens" from some adjudication on context and the action resolution mechanics. </p><p></p><p>(b) As it was, it didn't matter, because this was someone else's home game and the NPC possessed Traits that expressed his ship's importance and his own persistent state over other concerns/casualties. Something like <em>My Ship is My Child</em> and <em>All We Have is Our Moment of Consciousness</em>. The Wizard was able to suss out the first Trait in Parley with successful Insight. He promised the ship wouldn't be a casualty and deployed the Geas. At that point it seemed pretty likely that he understood the gravity of the PCs' capabilities (given that they had come this far), so with discretion being the better part of valor and a self-interested NPC, (not to mention that hackneyed adversarialism at a 5th level spell deployed is bad form whether you're facing a level 9 Wizard who has just gotten their 5th level or a level 18 Wizard where it is one among many spells) I could see no reason for the guy to voluntarily take 28 psychic damage and risk his life given the circumstances. </p><p></p><p>So that is where I left it, with a Take Me To Your Leader transition. I think that covers most/all of what you inquired about?</p><p></p><p>That is all I have for tonight anyway. Time for bed.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7522740, member: 6696971"] [MENTION=48965]Imaro[/MENTION] Trying to round out the rest of your questions: 1) The hoverpod was Fly 120 (Hover), 18 AC, 90 HP, +15 to hit @ 120 range w/ Multi-attack * 3 @ 18 damage per, Shield @ Recharge 6. 2) The ship wasn't massive like a Star Destroyer. Basically just typical dungeon size or castle size with multiple branching paths, wandering monsters, self-defense systems ("traps" in nomenclature), and the two "set piece" rooms. The PCs would constantly be inside of 1000 feet of The Time Reaper. They were moving at Fast Pace for a dungeon (or 40 sq/minute) because the Wizard/Rogue already had Disadvantage for Perception (but the Rogue had Expertise and + 2 so auto-success on 15...again, he detected and resolved the sole self-defense system RE they faced) and Stealth wasn't a thing so who cares. As I said in my post, the 10 minutes of utility of Discern Location probably saved them about 4 RE/WM checks, which @ 25 % chance per exploration move equals roughly one encounter saved. 3) Regarding parley and Geas on the commander/engineer, this is an area of disagreement that you and I have. (a) I don't feel like NPCs that are predispositioned toward giving the PCs no chance at functional parley are helpful to play. I always want PCs to remain somewhat open/unfixed and then I'll take the lead from the PCs in approach and, if parley, we'll take the lead on "what happens" from some adjudication on context and the action resolution mechanics. (b) As it was, it didn't matter, because this was someone else's home game and the NPC possessed Traits that expressed his ship's importance and his own persistent state over other concerns/casualties. Something like [I]My Ship is My Child[/I] and [i]All We Have is Our Moment of Consciousness[/i]. The Wizard was able to suss out the first Trait in Parley with successful Insight. He promised the ship wouldn't be a casualty and deployed the Geas. At that point it seemed pretty likely that he understood the gravity of the PCs' capabilities (given that they had come this far), so with discretion being the better part of valor and a self-interested NPC, (not to mention that hackneyed adversarialism at a 5th level spell deployed is bad form whether you're facing a level 9 Wizard who has just gotten their 5th level or a level 18 Wizard where it is one among many spells) I could see no reason for the guy to voluntarily take 28 psychic damage and risk his life given the circumstances. So that is where I left it, with a Take Me To Your Leader transition. I think that covers most/all of what you inquired about? That is all I have for tonight anyway. Time for bed. [/QUOTE]
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