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Salvageable Innovations from 4e for Nonenthusiasts
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<blockquote data-quote="Redbadge" data-source="post: 5596793" data-attributes="member: 61463"><p>If I could go back and take charge of 4e design, I would make sure to include (at least) three paragraphs for every game element, in this order:</p><p> </p><p>1. Flavor: Flavor comes first, and it should be believable and make sense within the context of the world the DM and players are trying to portray, above all else.</p><p> </p><p>2. Mechanics: The game element should have mechanics that actually mimic the stated flavor. I prefer if the mechanics have "gamist" elements such as recognizable headings, keywords, and consistent notations because I think it makes the game run quicker and smoother in play. For example, I think that the grey box that calls out 4e rules in the book is fine, although I acknowledge that too much of this makes the books boring to read for some.</p><p> </p><p>3. Design: Afterwards, there would be a paragraph or two describing why the game element was designed this way and how the mechanics are intended to match the flavor. If you've ever read Wizards "Making Magic" article by Mark Rosewater for Magic: the Gathering, you know what I am talking about. This may be better as a seperate book or article- "Designing D&D" on the website or perhaps in the DM Guide.</p><p> </p><p>It appears that 4e designers did the exact opposite with most 4e game elements, i.e. design-->mechanics-->then graft flavor onto it.</p><p> </p><p>Here's an example with a simple game element, the first level fighter power (exploit) called Brute Strike (a daily attack).</p><p> </p><p><strong>BRUTE STRIKE</strong></p><p><u>Flavor:</u> Fighters have a number of exploits, talents, and maneuvers that they can call on for every fight and situation. However, occasionally the situation calls for a greater effort, luck, or martial mastery than is normally available to the fighter. In these desperate or opportune instances, the fighter can tap into his own inner reserves to unleash an attack much more powerful than the ones he normally uses. With the <em>Brute Strike</em> manuever, the fighter can deliver a much more powerful blow capable of rending flesh and shattering bones. This maneuver can only be used once per day by the fighter, because these opportunities very rarely present themselves and require a surge of impromptu courage or adrenaline and great expenditure of mental and physical effort (the player is assumed to have narrative control of the story once per day to demonstrate when his character is using efforts much greater than normally possible or practical). However, when the fighter needs the aid of his <em>brute strike</em>, he really needs it. Even if he fails to hit with his attack, the adrenaline and determination that fuels his efforts remain with him until he feels the satisfaction of his blade sinking into his foe. Outside of combat, the fighter might use this technique to quickly destroy a door or other object when really pressed for time.</p><p> </p><p><u>Mechanics:</u> </p><p><strong><span style="font-size: 10px">Brute Strike</span></strong></p><p> </p><p><strong>Daily</strong> <img src="http://www.wizards.com/dndinsider/compendium/images/bullet.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <strong>Martial</strong>, <strong>Reliable</strong>, <strong>Weapon</strong></p><p><strong>Standard Action</strong> <strong>Melee</strong> weapon</p><p><strong>Target</strong>: One creature</p><p><strong>Attack</strong>: Strength vs. AC</p><p><strong>Hit</strong>: 3[W] + Strength modifier damage.</p><p> </p><p><u>Design:</u> This daily exploit is the simplest one available. It was designed as an option for players that want simpler options in combat or that are just interested in dealing a great deal of damage with a minimal of fuss. <em>Brute Strike </em>is not as optimal as other daily powers, so optimizers or power-gamers will want to look elsewhere. It was given reliable because dealing gauranteed damage was seen as more exciting and better for narrative control/storytelling for the target player than dealing half-damage on a miss. [Insert additional design commentary about why this power is so bad/designed poorly and exactly which players are expected to take it and why<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />].</p><p> </p><p>I think this approach may have helped 4e avoid a bit of the "gamist" critisicm, maybe.</p></blockquote><p></p>
[QUOTE="Redbadge, post: 5596793, member: 61463"] If I could go back and take charge of 4e design, I would make sure to include (at least) three paragraphs for every game element, in this order: 1. Flavor: Flavor comes first, and it should be believable and make sense within the context of the world the DM and players are trying to portray, above all else. 2. Mechanics: The game element should have mechanics that actually mimic the stated flavor. I prefer if the mechanics have "gamist" elements such as recognizable headings, keywords, and consistent notations because I think it makes the game run quicker and smoother in play. For example, I think that the grey box that calls out 4e rules in the book is fine, although I acknowledge that too much of this makes the books boring to read for some. 3. Design: Afterwards, there would be a paragraph or two describing why the game element was designed this way and how the mechanics are intended to match the flavor. If you've ever read Wizards "Making Magic" article by Mark Rosewater for Magic: the Gathering, you know what I am talking about. This may be better as a seperate book or article- "Designing D&D" on the website or perhaps in the DM Guide. It appears that 4e designers did the exact opposite with most 4e game elements, i.e. design-->mechanics-->then graft flavor onto it. Here's an example with a simple game element, the first level fighter power (exploit) called Brute Strike (a daily attack). [B]BRUTE STRIKE[/B] [U]Flavor:[/U] Fighters have a number of exploits, talents, and maneuvers that they can call on for every fight and situation. However, occasionally the situation calls for a greater effort, luck, or martial mastery than is normally available to the fighter. In these desperate or opportune instances, the fighter can tap into his own inner reserves to unleash an attack much more powerful than the ones he normally uses. With the [I]Brute Strike[/I] manuever, the fighter can deliver a much more powerful blow capable of rending flesh and shattering bones. This maneuver can only be used once per day by the fighter, because these opportunities very rarely present themselves and require a surge of impromptu courage or adrenaline and great expenditure of mental and physical effort (the player is assumed to have narrative control of the story once per day to demonstrate when his character is using efforts much greater than normally possible or practical). However, when the fighter needs the aid of his [I]brute strike[/I], he really needs it. Even if he fails to hit with his attack, the adrenaline and determination that fuels his efforts remain with him until he feels the satisfaction of his blade sinking into his foe. Outside of combat, the fighter might use this technique to quickly destroy a door or other object when really pressed for time. [U]Mechanics:[/U] [B][SIZE=2]Brute Strike[/SIZE][/B] [B]Daily[/B] [IMG]http://www.wizards.com/dndinsider/compendium/images/bullet.gif[/IMG] [B]Martial[/B], [B]Reliable[/B], [B]Weapon[/B] [B]Standard Action[/B] [B]Melee[/B] weapon [B]Target[/B]: One creature [B]Attack[/B]: Strength vs. AC [B]Hit[/B]: 3[W] + Strength modifier damage. [U]Design:[/U] This daily exploit is the simplest one available. It was designed as an option for players that want simpler options in combat or that are just interested in dealing a great deal of damage with a minimal of fuss. [I]Brute Strike [/I]is not as optimal as other daily powers, so optimizers or power-gamers will want to look elsewhere. It was given reliable because dealing gauranteed damage was seen as more exciting and better for narrative control/storytelling for the target player than dealing half-damage on a miss. [Insert additional design commentary about why this power is so bad/designed poorly and exactly which players are expected to take it and why:p]. I think this approach may have helped 4e avoid a bit of the "gamist" critisicm, maybe. [/QUOTE]
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