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General Tabletop Discussion
D&D Older Editions
Ron Edwards on D&D 4e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8421640" data-attributes="member: 82106"><p>Right, so in my playing of 4e I got to the point where all the 'scenes' are built pretty much on the fly from the 'toolkit' which is what prep is for (or something like Gloomwrought, though you will still do some 'find a good map for that' prep). When the PCs are just 'in between' there's a pretty loose format. 4e allows checks, but I learned to elide them entirely unless a scene was active. </p><p>So my own hack homebrew RPG just doesn't HAVE a rule for a 'check' unless it is part of a challenge, or you're in 'action', which is basically combat. Outside of that you are in 'interlude' and it has a framework, but there's nothing 'at stake' by definition during that mode of play. If something is wagered and there is hazard, etc. then a challenge will exist, and the GM (me) will frame that scene. If it is an action scene, then it will have a map, presumably from my toolkit or maybe just library of past maps. </p><p>So, I've basically taken the 4e model and got rid of any cruft that was left from 'traditional D&D' and what is left is the final refined form of this design, at least to the extent that I can make such a thing. Lately I've also worked in the technique in a more formal sense where each action that a PC takes will be described in terms of both intent and act, what did you try to do, and how did you try to do it? Then some back and forth happens, so the player, or even another player, could propose something which changes the situation. In the end some aspect will govern the resulting check, stealthy, athletic, diplomatic, etc. or possibly in a few cases it might be "you can use your lockpicks here, which you're proficient with" and that will basically be the same thing. You could implement this sort of play with 5e too, at least outside of combat.</p><p></p><p>Now with HoML2 you actually describe your defense NARRATIVELY when someone attacks you, and the same kind of check negotiation happens, but you can use powers. So you can actually say "Oh, he fires an arrow at me, I slice it out of the air." and that is simply handled as how defense works. You could also just say "I dodge it" and that works too, but you might be better at one than the other.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8421640, member: 82106"] Right, so in my playing of 4e I got to the point where all the 'scenes' are built pretty much on the fly from the 'toolkit' which is what prep is for (or something like Gloomwrought, though you will still do some 'find a good map for that' prep). When the PCs are just 'in between' there's a pretty loose format. 4e allows checks, but I learned to elide them entirely unless a scene was active. So my own hack homebrew RPG just doesn't HAVE a rule for a 'check' unless it is part of a challenge, or you're in 'action', which is basically combat. Outside of that you are in 'interlude' and it has a framework, but there's nothing 'at stake' by definition during that mode of play. If something is wagered and there is hazard, etc. then a challenge will exist, and the GM (me) will frame that scene. If it is an action scene, then it will have a map, presumably from my toolkit or maybe just library of past maps. So, I've basically taken the 4e model and got rid of any cruft that was left from 'traditional D&D' and what is left is the final refined form of this design, at least to the extent that I can make such a thing. Lately I've also worked in the technique in a more formal sense where each action that a PC takes will be described in terms of both intent and act, what did you try to do, and how did you try to do it? Then some back and forth happens, so the player, or even another player, could propose something which changes the situation. In the end some aspect will govern the resulting check, stealthy, athletic, diplomatic, etc. or possibly in a few cases it might be "you can use your lockpicks here, which you're proficient with" and that will basically be the same thing. You could implement this sort of play with 5e too, at least outside of combat. Now with HoML2 you actually describe your defense NARRATIVELY when someone attacks you, and the same kind of check negotiation happens, but you can use powers. So you can actually say "Oh, he fires an arrow at me, I slice it out of the air." and that is simply handled as how defense works. You could also just say "I dodge it" and that works too, but you might be better at one than the other. [/QUOTE]
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