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<blockquote data-quote="knightofround" data-source="post: 4454865" data-attributes="member: 27884"><p>Although I am a big fan of 4E, one of the biggest problems I have with it over 3E is the difficulty of providing out-of-game explanations for in-game mechanics. </p><p></p><p>So I thought I would ask, how do you explain healing surges/encounter breaks/tiered leveling in your campaign world? (I'm talking about something beyond "it's just a game, suspend your disbelief")</p><p></p><p>For my own campaign setting, I'm considering using dragons as genetic engineers who actually created the Dragonborn, Elves, Eladdrin, etc. rather than the gods. The PCs/NPCs with levels are random evolutionary offshoots from common stock. These characters have the regenative features of having a buttload of hitpoints and healing surges. They also learn more quickly than others of its "stock", explaining how they can advance in power so quickly. The offset is that the mutation reduces the character's natural lifespan.</p><p></p><p>Another explanation I'm thinking about using for Dwarves/Halflings is that the PC features are a result of divine favor. Or in the case of Tieflings, unholy favor. If the character displeases their patron, all the "PC goodies" can potentially vanish from PCs. ie Paladin code to the extreme. The basic premise being that Dwarves and Halflings, along with Humans, were the original races created by the gods. Tieflings and individuals opposed to the god's portfolio can get PC benefits from powerful demons that are invading the campaign world.</p><p></p><p>Yet another explanation I'm thinking about using for humans is the FF7/Dune-ish trope. Individuals can consume a drug that unlocks "human potential" much like Mako or Melange. Large quantities can accelerate an individual into epic levels for a short period of time, but the strain has severe effects on the human body, often creating "monsters". Smaller quantities over time can develop "super-soldiers". The drug only works for beings of human/half elf physiology, so it helps them compete with other races in terms of having "super-heroic" representatives. Of course it is extremely expensive.</p><p></p><p>A high level minion is essentially a normal guy who wasn't lucky enough to get one of the above routes to "PC-dom", but still through hard work and dedication obtained their "uber stats"</p><p></p><p>How do you explain some of 4Es abstract mechanics in your game?</p></blockquote><p></p>
[QUOTE="knightofround, post: 4454865, member: 27884"] Although I am a big fan of 4E, one of the biggest problems I have with it over 3E is the difficulty of providing out-of-game explanations for in-game mechanics. So I thought I would ask, how do you explain healing surges/encounter breaks/tiered leveling in your campaign world? (I'm talking about something beyond "it's just a game, suspend your disbelief") For my own campaign setting, I'm considering using dragons as genetic engineers who actually created the Dragonborn, Elves, Eladdrin, etc. rather than the gods. The PCs/NPCs with levels are random evolutionary offshoots from common stock. These characters have the regenative features of having a buttload of hitpoints and healing surges. They also learn more quickly than others of its "stock", explaining how they can advance in power so quickly. The offset is that the mutation reduces the character's natural lifespan. Another explanation I'm thinking about using for Dwarves/Halflings is that the PC features are a result of divine favor. Or in the case of Tieflings, unholy favor. If the character displeases their patron, all the "PC goodies" can potentially vanish from PCs. ie Paladin code to the extreme. The basic premise being that Dwarves and Halflings, along with Humans, were the original races created by the gods. Tieflings and individuals opposed to the god's portfolio can get PC benefits from powerful demons that are invading the campaign world. Yet another explanation I'm thinking about using for humans is the FF7/Dune-ish trope. Individuals can consume a drug that unlocks "human potential" much like Mako or Melange. Large quantities can accelerate an individual into epic levels for a short period of time, but the strain has severe effects on the human body, often creating "monsters". Smaller quantities over time can develop "super-soldiers". The drug only works for beings of human/half elf physiology, so it helps them compete with other races in terms of having "super-heroic" representatives. Of course it is extremely expensive. A high level minion is essentially a normal guy who wasn't lucky enough to get one of the above routes to "PC-dom", but still through hard work and dedication obtained their "uber stats" How do you explain some of 4Es abstract mechanics in your game? [/QUOTE]
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