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General Tabletop Discussion
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Narrative Space Options for non-spellcasters
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<blockquote data-quote="Starfox" data-source="post: 6148308" data-attributes="member: 2303"><p>Since you called me out on this I'll try to answer, tough I am not very familiar with martial practices - they appeared in 4E just as I was ending my 4E game. But from what I remember, they were a step in the right direction, but most felt overly specific and also a bit anemic - like rituals in many ways. Out of combat options in 4E felt neglected IMO - I think this was to facilitate the DMs job by making it easier to keep the players on track in a linear adventure. (OK, enough with the 4E bashing - sorry). </p><p></p><p></p><p></p><p>Back on track, if you combine martial practices with the quote from Umbran on another thread, I think we can get somewhere. Since martial practices generally take time to do in game, time you are generally short on in an adventuring situation, I feel martial practices should be the kind of thing you are assumed to have done in an earlier downtime. This would be about the same as spell preparation then - something you did before the adventure, and can take out when needed to solve a situation in-game.</p><p></p><p>(Of course, if martial practices are allowed to retcon preparations and spells are not, they need to be balanced accordingly. But then no-one is suggesting martial practices would do things like wall of stone or teleport - they'd be more useful but still useful things like a skeleton key suited to a certain lock, a uniform to disguise yourself as a guard, or horses hidden for a convenient escape - things which you by old school would do in-game, but which today's faster game styles don't give time for. Such planning and forethouight can be replaced with martial practices. </p><p></p><p>This is my take on it, tough I realize it might annoy old-school players to no end.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6148308, member: 2303"] Since you called me out on this I'll try to answer, tough I am not very familiar with martial practices - they appeared in 4E just as I was ending my 4E game. But from what I remember, they were a step in the right direction, but most felt overly specific and also a bit anemic - like rituals in many ways. Out of combat options in 4E felt neglected IMO - I think this was to facilitate the DMs job by making it easier to keep the players on track in a linear adventure. (OK, enough with the 4E bashing - sorry). Back on track, if you combine martial practices with the quote from Umbran on another thread, I think we can get somewhere. Since martial practices generally take time to do in game, time you are generally short on in an adventuring situation, I feel martial practices should be the kind of thing you are assumed to have done in an earlier downtime. This would be about the same as spell preparation then - something you did before the adventure, and can take out when needed to solve a situation in-game. (Of course, if martial practices are allowed to retcon preparations and spells are not, they need to be balanced accordingly. But then no-one is suggesting martial practices would do things like wall of stone or teleport - they'd be more useful but still useful things like a skeleton key suited to a certain lock, a uniform to disguise yourself as a guard, or horses hidden for a convenient escape - things which you by old school would do in-game, but which today's faster game styles don't give time for. Such planning and forethouight can be replaced with martial practices. This is my take on it, tough I realize it might annoy old-school players to no end. [/QUOTE]
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