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Something that 4e's designers overlooked? -aka is KM correct?
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<blockquote data-quote="Hussar" data-source="post: 5174302" data-attributes="member: 22779"><p>RC - comparing time to GP isn't exactly fair though. The rules are pretty specific about what you can buy and what a GP will do for you. Very little of that is dependent on any soft factors. Buy a better weapon, you hit more often. If you have a campaign that features lots of combat, that's a good investment.</p><p></p><p>However, time factors are entirely campaign dependent. So, unless you're telling the players, "You have X amount of time to foil Baron McEvilton", how can they know how much time they have?</p><p></p><p>Now, your idea of henchmen has some serious legs, and I'll get back to that in a second.</p><p></p><p>KM - The quest idea kind of works, but, you'd have to be pretty explicit about the time limits. If you do Quest A that won't leave enough time for Quest B means that the players know how long Quest A will take and how long before Quest B expires. Otherwise, they're just shooting in the dark.</p><p></p><p>Now, back to the idea of henchmen.</p><p></p><p>The 3e PHB2 had the idea of Affiliations which I think is fantastic. The player has a fairly meta-game level command of a large organization which can impact the ongoing campaign. The player can take actions with the organization - wage war, economic embargo's, espionage, that sort of thing - and those actions take time to resolve. About a month at a time IIRC.</p><p></p><p>I think this is how time can be made into a resource in the game. Instead of all actions taking a month, have a variety of actions that can take various amounts of time. If the player needs information about Baron McEvilton, his affiliation can provide the legwork, after a certain amount of time, which means that the affiliation cannot do other things in the meantime.</p><p></p><p>Silo off the affiliation from the micro-level campaign and keep it purely macro level except for some very specific cross-overs and you can have a two tier campaign going on.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5174302, member: 22779"] RC - comparing time to GP isn't exactly fair though. The rules are pretty specific about what you can buy and what a GP will do for you. Very little of that is dependent on any soft factors. Buy a better weapon, you hit more often. If you have a campaign that features lots of combat, that's a good investment. However, time factors are entirely campaign dependent. So, unless you're telling the players, "You have X amount of time to foil Baron McEvilton", how can they know how much time they have? Now, your idea of henchmen has some serious legs, and I'll get back to that in a second. KM - The quest idea kind of works, but, you'd have to be pretty explicit about the time limits. If you do Quest A that won't leave enough time for Quest B means that the players know how long Quest A will take and how long before Quest B expires. Otherwise, they're just shooting in the dark. Now, back to the idea of henchmen. The 3e PHB2 had the idea of Affiliations which I think is fantastic. The player has a fairly meta-game level command of a large organization which can impact the ongoing campaign. The player can take actions with the organization - wage war, economic embargo's, espionage, that sort of thing - and those actions take time to resolve. About a month at a time IIRC. I think this is how time can be made into a resource in the game. Instead of all actions taking a month, have a variety of actions that can take various amounts of time. If the player needs information about Baron McEvilton, his affiliation can provide the legwork, after a certain amount of time, which means that the affiliation cannot do other things in the meantime. Silo off the affiliation from the micro-level campaign and keep it purely macro level except for some very specific cross-overs and you can have a two tier campaign going on. [/QUOTE]
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