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D&D Older Editions, OSR, & D&D Variants
New to 4ed. : what do i have to know/look out for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6925036" data-attributes="member: 82106"><p>4e's niche is action adventure role-play. It literally tells you in the DMG 'skip to the exciting parts' and that is basically what the game wants you to do. Imagine an action movie. You don't spend scene after scene on the mundane details of the hero equipping himself, training, researching, etc. Each of those gets its quick scene or even just maybe an acknowledgment. If it has plot significance, then it gets one short scene. Likewise there isn't some long drawn-out scenario of trudging through the swamp, making the boat, etc. You get to the Temple of Doom pretty quick and things move right along with each succeeding scene presenting some obstacle and setting up the next one. </p><p></p><p>4e combats should resolve things or set things up. They should both HAVE a plot and be PART of a plot. Pemerton's scene framing techniques work well here to allow you to evolve what that plot is and how the characters fit into it. There are other ways of course, but it has the virtue of heavy table participation and lack of railroading. </p><p></p><p>Dynamic action, that's what you want. This is largely why a lot of the older adventure material from previous editions doesn't easily translate. A 4e encounter in some dungeon chamber isn't that exciting unless it involves some real dynamic action of a type that was rarely present in the old days. A running fight in a collapsing mine shaft is a 4e sort of thing, a slugfest in a 20x20 chamber with a few cookie cutter orcs is NOT.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6925036, member: 82106"] 4e's niche is action adventure role-play. It literally tells you in the DMG 'skip to the exciting parts' and that is basically what the game wants you to do. Imagine an action movie. You don't spend scene after scene on the mundane details of the hero equipping himself, training, researching, etc. Each of those gets its quick scene or even just maybe an acknowledgment. If it has plot significance, then it gets one short scene. Likewise there isn't some long drawn-out scenario of trudging through the swamp, making the boat, etc. You get to the Temple of Doom pretty quick and things move right along with each succeeding scene presenting some obstacle and setting up the next one. 4e combats should resolve things or set things up. They should both HAVE a plot and be PART of a plot. Pemerton's scene framing techniques work well here to allow you to evolve what that plot is and how the characters fit into it. There are other ways of course, but it has the virtue of heavy table participation and lack of railroading. Dynamic action, that's what you want. This is largely why a lot of the older adventure material from previous editions doesn't easily translate. A 4e encounter in some dungeon chamber isn't that exciting unless it involves some real dynamic action of a type that was rarely present in the old days. A running fight in a collapsing mine shaft is a 4e sort of thing, a slugfest in a 20x20 chamber with a few cookie cutter orcs is NOT. [/QUOTE]
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New to 4ed. : what do i have to know/look out for?
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