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<blockquote data-quote="I'm A Banana" data-source="post: 4293714" data-attributes="member: 2067"><p>You're half right. I don't create the stats on the fly. I use what's in front of me to help me judge it. It feels more fair to me, and is more fun for me becuase I'm not worried about numbers and balance and I can concentrate on wacky action and adventure. </p><p></p><p>I've got bits and pieces scattered allover 4e, I need something to help me unify them and to cover the corners.</p><p></p><p>With my style, I don't want to get caught up in the moment and say that Bill's love of cheeses makes him enter a berserk rage whenever he's round fine elven munster (because it makes for an interesting combat) and then have that called up again when Bill is being used as an ally or when they're trying to ruin Bill's attempt to forge an unbreakable blade for the orcish warlord only to have to say "No, because that's too powerful." </p><p></p><p>I need a solidly consistent baseline to take a description and turn it into some sort of simple mechanic that I can apply regardless of what the PC is used for. </p><p></p><p></p><p></p><p>Aw, bugger. I'll call that "Plan B." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Fiat is the bane of my fun D&D sessions. It makes the game considerably less enjoyable to me. 3e's Way Too Many Rules solution helped me avoid that, and now I'm looking for a way to do it in 4e that doesn't involve me personally going back to Way Too Many Rules (because I *like* not having to perform calculus to make a critter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). </p><p></p><p>So I'm looking for a rule I can apply for the game, not to just make stuff up.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4293714, member: 2067"] You're half right. I don't create the stats on the fly. I use what's in front of me to help me judge it. It feels more fair to me, and is more fun for me becuase I'm not worried about numbers and balance and I can concentrate on wacky action and adventure. I've got bits and pieces scattered allover 4e, I need something to help me unify them and to cover the corners. With my style, I don't want to get caught up in the moment and say that Bill's love of cheeses makes him enter a berserk rage whenever he's round fine elven munster (because it makes for an interesting combat) and then have that called up again when Bill is being used as an ally or when they're trying to ruin Bill's attempt to forge an unbreakable blade for the orcish warlord only to have to say "No, because that's too powerful." I need a solidly consistent baseline to take a description and turn it into some sort of simple mechanic that I can apply regardless of what the PC is used for. Aw, bugger. I'll call that "Plan B." :) Fiat is the bane of my fun D&D sessions. It makes the game considerably less enjoyable to me. 3e's Way Too Many Rules solution helped me avoid that, and now I'm looking for a way to do it in 4e that doesn't involve me personally going back to Way Too Many Rules (because I *like* not having to perform calculus to make a critter. ;)). So I'm looking for a rule I can apply for the game, not to just make stuff up. [/QUOTE]
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