frankthedm
First Post
"Insert trollish Anti 4E comment based on thread title here."
rounser said:Wilderness: Maybe a hex map. Walk around the hex map, discover encounters on the hexes.
Dungeons: Certain hexes contain dungeons. PCs go to another map if they choose to enter.
jgerman said:Of course any RPG can provide that but IMO 4e does a good job of providing an "adventure game" toolkit that can be tailored to the needs of an individual group (despite some of it's flaws).
I think you'd need to redesign the game entirely to remove the GM. D&D doesn't run without someone running the monsters. It's definitely more Descent than Talisman. Plenty of boardgames have a "GM role", for that matter, such as Space Hulk and Heroquest, so I'm not sure what's to be gained by removing the DM from D&D, really.Using tiles to build the adventuring "path" and a pre-determined set of encounters that followed a theme / design would mean that no GM would be required.
Okay...but again, why would you want to?Warhammer Quest works great without a GM and it's certainly possible (with some additional work to replace the DM role with rules and random tables) to do this with D&D as well.
rounser said:Okay...but again, why would you want to?
I'm not familiar with Warhammer Quest, though. I can still see how it could be hugely fun to game without a DM given the right ruleset, but I don't really get why you'd go to the trouble of removing such an obvious advantage from the game.
Angellis_ater said:To me (and this is not 4E-bashing), D&D4E is a boardgame with extensive roleplaying rules...
Charwoman Gene said:Just like 3e