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General Tabletop Discussion
*Pathfinder & Starfinder
Phases of systems mastery - Novice, Apprentice, Journeyman, and Master
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<blockquote data-quote="Quickleaf" data-source="post: 6241386" data-attributes="member: 20323"><p>[MENTION=59082]Mercurius[/MENTION] I think there's another factor besides system mastery, and I would call it comfort with rules improvisation. For example, I have not mastered 4e's system (there are plenty of rules I am not on top of since errata or common situations that I forget the rules on); however, I am very comfortable making an improvised ruling that is in the right ballpark and feels right. I think this has to do with the transparency of 4e that [MENTION=305]Storminator[/MENTION] describes; in a less transparent system I would not feel so comfortable making stuff up without system mastery.</p><p></p><p>As an aside, 4e made character creation far too narrow IMHO; something which started to be reversed in Essentials but should have expanded far beyond combat capability. If you strip out AEDU, it's actually a decent system for old school style play (though the DM does need to understand how to design encounters to run fast). Take away AEDU, design scenes/settings rather than set piece encounters, and incorporate old school flavor, and 4e feels like 1e (albeit with a little less dungeon survival horror ) <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="Quickleaf, post: 6241386, member: 20323"] [MENTION=59082]Mercurius[/MENTION] I think there's another factor besides system mastery, and I would call it comfort with rules improvisation. For example, I have not mastered 4e's system (there are plenty of rules I am not on top of since errata or common situations that I forget the rules on); however, I am very comfortable making an improvised ruling that is in the right ballpark and feels right. I think this has to do with the transparency of 4e that [MENTION=305]Storminator[/MENTION] describes; in a less transparent system I would not feel so comfortable making stuff up without system mastery. As an aside, 4e made character creation far too narrow IMHO; something which started to be reversed in Essentials but should have expanded far beyond combat capability. If you strip out AEDU, it's actually a decent system for old school style play (though the DM does need to understand how to design encounters to run fast). Take away AEDU, design scenes/settings rather than set piece encounters, and incorporate old school flavor, and 4e feels like 1e (albeit with a little less dungeon survival horror ) ;) [/QUOTE]
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Phases of systems mastery - Novice, Apprentice, Journeyman, and Master
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