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Old School : Tucker's Kobolds and Trained Jellies
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<blockquote data-quote="pemerton" data-source="post: 5843831" data-attributes="member: 42582"><p>In generic RPG X, a stunt is handled in this way - look at fictional situation, from that infer mechanical resolution technique, use said technique, infer from mechanical result to new fictional situation.</p><p></p><p>According to page 42 of the 4e DMG, a stunt is handled in the same way - look at fictional situation, from that infer mechanical resolution technique, use said technique, infer from mechanial result to new fictional situation.</p><p></p><p>Your own presentation of the alleged contrast seems to me to mention only the first two steps in relation to generic RPG (look at fictional sitution, infer to resolution technique) and seems to mention only the last two steps in relation to 4e (apply resolution technique, infer from result of that to the fictional consequences of the action). Once you mention all four steps in both cases, the contrast disaappears.</p><p></p><p>There's no denying that 4e places some tight constraints on the relevant mechanical resolution techniques, in terms of DC setting and damage permitted. But it does not place tight constraints on other aspects of the techniques - for example, a wide range of skills or stats can be called upon for stunts.</p><p></p><p>There's also no denying that 4e encourages a high degree of metagame input at stage 2 - settling on the mechanical technique for resolving the stunt. But it is not entirely metagame. The fictional situation is still the starting point.</p><p></p><p>What other RPGs have you got in mind? I don't think it's radically different from HeroWars/Quest, for example, which both (i) places tight constraints on the relevant resolution techniques, and (ii) encourages a high degree of metagame input in settling on those techniques.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5843831, member: 42582"] In generic RPG X, a stunt is handled in this way - look at fictional situation, from that infer mechanical resolution technique, use said technique, infer from mechanical result to new fictional situation. According to page 42 of the 4e DMG, a stunt is handled in the same way - look at fictional situation, from that infer mechanical resolution technique, use said technique, infer from mechanial result to new fictional situation. Your own presentation of the alleged contrast seems to me to mention only the first two steps in relation to generic RPG (look at fictional sitution, infer to resolution technique) and seems to mention only the last two steps in relation to 4e (apply resolution technique, infer from result of that to the fictional consequences of the action). Once you mention all four steps in both cases, the contrast disaappears. There's no denying that 4e places some tight constraints on the relevant mechanical resolution techniques, in terms of DC setting and damage permitted. But it does not place tight constraints on other aspects of the techniques - for example, a wide range of skills or stats can be called upon for stunts. There's also no denying that 4e encourages a high degree of metagame input at stage 2 - settling on the mechanical technique for resolving the stunt. But it is not entirely metagame. The fictional situation is still the starting point. What other RPGs have you got in mind? I don't think it's radically different from HeroWars/Quest, for example, which both (i) places tight constraints on the relevant resolution techniques, and (ii) encourages a high degree of metagame input in settling on those techniques. [/QUOTE]
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