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<blockquote data-quote="Argyle King" data-source="post: 5695433" data-attributes="member: 58416"><p>That's exactly the sort of thing I'm talking about. I feel that is a great model to use for all sorts of things; it can even be used outside of combat. Let's say you have a weapon which has been sundered. (I know that's not in 4E, but I am illustrating how some pre-4E ideas could be given a place in 4E without breaking the system; in fact by using the existing 4E model.) Alright, so now your weapon has the 'sundered disease' and starts at the broken end of the track. If by chance your character has a skill at fixing weapons (this might be where backgrounds and character themes could come into play more; perhaps granting a special fluff ability to fix weapons or cook or any manner of other things,) you could make a roll akin to the endurance roll to recover from a disease, but based on an armory skill instead. On a success, the weapon improves a step toward being restored; on a failure the repairs are too far beyond your current skill, and you'll need to venture into town to find a blacksmith. </p><p></p><p>My idea isn't perfect, but I'm not a game designer either. Maybe I'm completely off base, but -from my point of view- that seems to be a good way to incorporate a lot of elements which were cut from 4E design because they were said to not fit (or in some cases said to not fit without breaking the game in some way.) That could also be one of the optional layers of rules which the L&L articles have recently spoke of. If you are a group which does not want to bother with that extra layer, just ignore it and also ignore monster abilities which interact with it. I feel the tools are there to build a better game; instead of fumbling around with creating new subsystems and new mechanics to tack onto the game, why not use what is there? Why not use what already works?</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5695433, member: 58416"] That's exactly the sort of thing I'm talking about. I feel that is a great model to use for all sorts of things; it can even be used outside of combat. Let's say you have a weapon which has been sundered. (I know that's not in 4E, but I am illustrating how some pre-4E ideas could be given a place in 4E without breaking the system; in fact by using the existing 4E model.) Alright, so now your weapon has the 'sundered disease' and starts at the broken end of the track. If by chance your character has a skill at fixing weapons (this might be where backgrounds and character themes could come into play more; perhaps granting a special fluff ability to fix weapons or cook or any manner of other things,) you could make a roll akin to the endurance roll to recover from a disease, but based on an armory skill instead. On a success, the weapon improves a step toward being restored; on a failure the repairs are too far beyond your current skill, and you'll need to venture into town to find a blacksmith. My idea isn't perfect, but I'm not a game designer either. Maybe I'm completely off base, but -from my point of view- that seems to be a good way to incorporate a lot of elements which were cut from 4E design because they were said to not fit (or in some cases said to not fit without breaking the game in some way.) That could also be one of the optional layers of rules which the L&L articles have recently spoke of. If you are a group which does not want to bother with that extra layer, just ignore it and also ignore monster abilities which interact with it. I feel the tools are there to build a better game; instead of fumbling around with creating new subsystems and new mechanics to tack onto the game, why not use what is there? Why not use what already works? [/QUOTE]
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