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<blockquote data-quote="I'm A Banana" data-source="post: 4296432" data-attributes="member: 2067"><p>That would certainly go a LONG way toward helping me use these things in the game. <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>In fact, "generic townsfolk" stats and non-combat statblocks might, in combo, solve my problem.</p><p></p><p></p><p></p><p>You betcha. I accept that I'm a bizarre deviant for wanting rules for roleplaying, but it's a psychology thing for me. Probably related to my actor's training: even when you improv, you have some sort of "set up," some sort of direction, and that helps you (or me, at least) worry about fleshing out the character and the scenario without worrying about where it goes. It can then flow naturally into fighting or weaseling or whatever.</p><p></p><p></p><p></p><p>I like this, but I still have a problem with the fact that it feels very hand-wavey to me, and is still left up to my spur-of-the-moment decision about whether or not they should be good or bad at the given task. It's unsatisfying for me personally because it distracts me from simply playing the game and getting on with it, because it feels too metagamey to me as a DM, and because I'm very likely to be wildly inconsistent with it. </p><p></p><p>Basically, I think <strong>I</strong> do need such stuff, because its not clutter for me, but stuff that helps me role-play the creature in a fully dimensional way. But that really did simplify what I actually need, so thanks a lot! <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>Maybe the NONCOMBAT section should include some example trained skills for each monster entry, that would probably help out a lot...I'm still looking at a lot of pre-prep time, but it's something I'll only have to do once in an excel sheet or something, which might be possible....if I have it down and thought about before I need it at the table, that solves my problems, and if I have a big excel list of this stuff, I can call up what I need when I need it...hmm....annoying, but probably worth it.</p><p></p><p></p><p></p><p>Pffft. Rules were made to be broken, beaten, shot 20 times, and left in a gutter to die screaming while passerby ignore them. In D&D, I think this is doubly true. <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=";)" /> I was just hoping to find that someone somewhere, in 4e or out there in the aether, had already done my work for me. Turns out I'm such a minority that I may very well be the only person that needs this, but 4e came tantalizingly close. <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>I enjoy 4e, I just need to hammer it into the perfect shape for me. I did this with 3e, I'll do it with 5e, I think that's part of what appeals to me about D&D. It's never perfect for everyone, so we beat it around. Heck, that's part of why ENWorld is a good place: we're all a little gear-heady around here, to one extent or another.</p><p></p><p>Now if I could perfect a system that lets me track squares and forced movement without minis or a battle grid, 4e might work quite efficiently for me....</p><p></p><p></p><p></p><p>I think that's exactly where the disconnect comes in for me. Rules for role playing, spelled out before the session, are things I use all the freakin' time. Skill Challenges are great in this respect, but they're not integrated with the creatures, so that just needs to happen....and it kind of sucks that I'll need to do it myself, but meh, that's how I train these award-winning game design muscles. <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></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4296432, member: 2067"] That would certainly go a LONG way toward helping me use these things in the game. :) In fact, "generic townsfolk" stats and non-combat statblocks might, in combo, solve my problem. You betcha. I accept that I'm a bizarre deviant for wanting rules for roleplaying, but it's a psychology thing for me. Probably related to my actor's training: even when you improv, you have some sort of "set up," some sort of direction, and that helps you (or me, at least) worry about fleshing out the character and the scenario without worrying about where it goes. It can then flow naturally into fighting or weaseling or whatever. I like this, but I still have a problem with the fact that it feels very hand-wavey to me, and is still left up to my spur-of-the-moment decision about whether or not they should be good or bad at the given task. It's unsatisfying for me personally because it distracts me from simply playing the game and getting on with it, because it feels too metagamey to me as a DM, and because I'm very likely to be wildly inconsistent with it. Basically, I think [B]I[/B] do need such stuff, because its not clutter for me, but stuff that helps me role-play the creature in a fully dimensional way. But that really did simplify what I actually need, so thanks a lot! :) Maybe the NONCOMBAT section should include some example trained skills for each monster entry, that would probably help out a lot...I'm still looking at a lot of pre-prep time, but it's something I'll only have to do once in an excel sheet or something, which might be possible....if I have it down and thought about before I need it at the table, that solves my problems, and if I have a big excel list of this stuff, I can call up what I need when I need it...hmm....annoying, but probably worth it. Pffft. Rules were made to be broken, beaten, shot 20 times, and left in a gutter to die screaming while passerby ignore them. In D&D, I think this is doubly true. ;) I was just hoping to find that someone somewhere, in 4e or out there in the aether, had already done my work for me. Turns out I'm such a minority that I may very well be the only person that needs this, but 4e came tantalizingly close. :) I enjoy 4e, I just need to hammer it into the perfect shape for me. I did this with 3e, I'll do it with 5e, I think that's part of what appeals to me about D&D. It's never perfect for everyone, so we beat it around. Heck, that's part of why ENWorld is a good place: we're all a little gear-heady around here, to one extent or another. Now if I could perfect a system that lets me track squares and forced movement without minis or a battle grid, 4e might work quite efficiently for me.... I think that's exactly where the disconnect comes in for me. Rules for role playing, spelled out before the session, are things I use all the freakin' time. Skill Challenges are great in this respect, but they're not integrated with the creatures, so that just needs to happen....and it kind of sucks that I'll need to do it myself, but meh, that's how I train these award-winning game design muscles. ;) [/QUOTE]
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