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Neat Little Gamist Rulesy Things
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<blockquote data-quote="Reynard" data-source="post: 4282644" data-attributes="member: 467"><p>I am not totally sold on 4E -- I can't be until I have a chance to run it and play it a few times. However, while there are certainly things that give me pause and concern me on paper, there are a few really neat ideas that jump out at me as being made of pure win.</p><p></p><p>Example: Diseases. Not only is the basic concept and implementation pretty cool (and really warms my RBDM heart), but the whole "make a check after an extended rest" bit is pure genius. It is gamist and silly, but the idea of saddling PCs with something that makes them not want to rest, and thereby forcing them to engage in real resource management so they can last longer between rests, is just awesome. And, as a side effect, they end up hitting more milestones along the way. </p><p></p><p>Now, milestones are pure gamism, and I didn't like them at first blush, but thinking about them more, i think they provide a perfect tool for combatting the "15 minute adventuring day" -- don't rest and you get more uses of your magic items and more action poinst. I might even be inclined to give an XP bonus for milestones -- maybe 10% for each milestone you have reached since your last rest.</p><p></p><p>What gamist bits about 4E really turn your crank? Which ones bug you to no end? Are there any elements that looked good/bad on paper but in play turned out to be bad/good?</p></blockquote><p></p>
[QUOTE="Reynard, post: 4282644, member: 467"] I am not totally sold on 4E -- I can't be until I have a chance to run it and play it a few times. However, while there are certainly things that give me pause and concern me on paper, there are a few really neat ideas that jump out at me as being made of pure win. Example: Diseases. Not only is the basic concept and implementation pretty cool (and really warms my RBDM heart), but the whole "make a check after an extended rest" bit is pure genius. It is gamist and silly, but the idea of saddling PCs with something that makes them not want to rest, and thereby forcing them to engage in real resource management so they can last longer between rests, is just awesome. And, as a side effect, they end up hitting more milestones along the way. Now, milestones are pure gamism, and I didn't like them at first blush, but thinking about them more, i think they provide a perfect tool for combatting the "15 minute adventuring day" -- don't rest and you get more uses of your magic items and more action poinst. I might even be inclined to give an XP bonus for milestones -- maybe 10% for each milestone you have reached since your last rest. What gamist bits about 4E really turn your crank? Which ones bug you to no end? Are there any elements that looked good/bad on paper but in play turned out to be bad/good? [/QUOTE]
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