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Review of New Players Handbook Posted at Acts of Geek...
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<blockquote data-quote="pemerton" data-source="post: 6354054" data-attributes="member: 42582"><p>To me, that reads like you're using a de facto "zone" system. Which makes perfect sense. I used much the same approach when I used to GM Rolemaster.</p><p></p><p>For 4e I generally use gridded maps and tokens because I think the forced movement powers in particular, which are such a big part of the system (at least as my group plays it), need this level of precision. One thing I miss with this approach, which I used to enjoy in RM, is being able to make Perception/Observation a bigger part of combat. In my RM games we would often use Perception checks to work out which enemies a given PC was aware of, which meant that having good Perception skills gave a meaningful advantage in combat beyond detecing invisible enemies. In a grid-and-tokens game it is very hard to replicate that sort of thing.</p><p></p><p>I've extracted what seemed to me the most salient parts of your post. You start by saying you've never had a problem; then you list a whole lot of advice about players and GM discussing back and forth about the details of the ingame fiction; then you state that players have to accept that their PCs will be acting on imperfect information and "need to go with the flow".</p><p></p><p>I believe you when you say this works for you. But I find it hard to believe that you can't see how some other players might find the degree of ingame detail "nebulous and vague" - and find the need for player/GM back-and-forth evidence of that vagueness. I also find it hard to believe that you can't see how some other players would find that sometimes, rather than "go with the flow" of what they regard as a bad or unfair call, might try and argue their case with the GM.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6354054, member: 42582"] To me, that reads like you're using a de facto "zone" system. Which makes perfect sense. I used much the same approach when I used to GM Rolemaster. For 4e I generally use gridded maps and tokens because I think the forced movement powers in particular, which are such a big part of the system (at least as my group plays it), need this level of precision. One thing I miss with this approach, which I used to enjoy in RM, is being able to make Perception/Observation a bigger part of combat. In my RM games we would often use Perception checks to work out which enemies a given PC was aware of, which meant that having good Perception skills gave a meaningful advantage in combat beyond detecing invisible enemies. In a grid-and-tokens game it is very hard to replicate that sort of thing. I've extracted what seemed to me the most salient parts of your post. You start by saying you've never had a problem; then you list a whole lot of advice about players and GM discussing back and forth about the details of the ingame fiction; then you state that players have to accept that their PCs will be acting on imperfect information and "need to go with the flow". I believe you when you say this works for you. But I find it hard to believe that you can't see how some other players might find the degree of ingame detail "nebulous and vague" - and find the need for player/GM back-and-forth evidence of that vagueness. I also find it hard to believe that you can't see how some other players would find that sometimes, rather than "go with the flow" of what they regard as a bad or unfair call, might try and argue their case with the GM. [/QUOTE]
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