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General Tabletop Discussion
D&D Older Editions
Mike Mearls on how D&D 4E could have looked
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<blockquote data-quote="pemerton" data-source="post: 7763046" data-attributes="member: 42582"><p>You're foucsing on the fiction. I'm focusing on the gameplay.</p><p></p><p>A rule that is at work in my 4e game - in virtue of one of the player's choice of epic destiny for a PC - allows that PC to wield bigger weapons that deal more damage. The fiction of the epic destiny is that the PC has grown in stature. I wouldn't mind if the fiction was, instead, that the PC has been injected with super-soldier serum or wears a girdle of giant strength. The point is that the mechanical power of the PC is the result of an inherent part of the PC build process, not dependent upon engaging a very different and largely GM-controlled part of the game system.</p><p></p><p>I've read more Dr Strange comics than I've watched Die Hard movies. I can do one as easily as the other - and in fact I do, in my Marvel Heroic RP and mechanically derivative Cortex+ Heroic Fantasy games. The character has a Sorcery skill, a half-page of descriptors in the rulebooks sets out its parameters, and we sort out the details through genre common sense. It works fine.</p><p></p><p>The reason it works fine is because there are clear mechanical systems for establishing difficulty and degree of effect, common across both "martial" and "magical" fields of endeavour. HeroQuest revised is another PC that works pretty much this way. (Though with looser - in fact largely freeform - descriptors.)</p><p></p><p>The things I mentioned included the stuff Garthanos referenced (acrobatic martial arts-y moves), how many orcs can be killed per game "move" (ie unit of game action), and the need to have a Girdle of Giant Strength to emulate Power Man. Chin up aren't on that list, so I don't see why you mention them.</p><p></p><p>Here's another example, from actual play:</p><p></p><p style="margin-left: 20px"></p><p></p><p>Resolving this depends upon the game establishing, in some sense, what is possible - in this case via a combination of the (fiction-oriented) descriptions of the tiers of play, and of the various paragon paths etc; and via a clear resolution system that can take Endurance checks as much as Arcana checks as an input.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7763046, member: 42582"] You're foucsing on the fiction. I'm focusing on the gameplay. A rule that is at work in my 4e game - in virtue of one of the player's choice of epic destiny for a PC - allows that PC to wield bigger weapons that deal more damage. The fiction of the epic destiny is that the PC has grown in stature. I wouldn't mind if the fiction was, instead, that the PC has been injected with super-soldier serum or wears a girdle of giant strength. The point is that the mechanical power of the PC is the result of an inherent part of the PC build process, not dependent upon engaging a very different and largely GM-controlled part of the game system. I've read more Dr Strange comics than I've watched Die Hard movies. I can do one as easily as the other - and in fact I do, in my Marvel Heroic RP and mechanically derivative Cortex+ Heroic Fantasy games. The character has a Sorcery skill, a half-page of descriptors in the rulebooks sets out its parameters, and we sort out the details through genre common sense. It works fine. The reason it works fine is because there are clear mechanical systems for establishing difficulty and degree of effect, common across both "martial" and "magical" fields of endeavour. HeroQuest revised is another PC that works pretty much this way. (Though with looser - in fact largely freeform - descriptors.) The things I mentioned included the stuff Garthanos referenced (acrobatic martial arts-y moves), how many orcs can be killed per game "move" (ie unit of game action), and the need to have a Girdle of Giant Strength to emulate Power Man. Chin up aren't on that list, so I don't see why you mention them. Here's another example, from actual play: [indent][/indent] Resolving this depends upon the game establishing, in some sense, what is possible - in this case via a combination of the (fiction-oriented) descriptions of the tiers of play, and of the various paragon paths etc; and via a clear resolution system that can take Endurance checks as much as Arcana checks as an input. [/QUOTE]
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