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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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<blockquote data-quote="JamesonCourage" data-source="post: 6575922" data-attributes="member: 6668292"><p>Just as an example, the combats in my system have included much more dramatic fight scenes than I'd ever experienced in the other systems I've run (outside of maybe my 4-page superhero RPG), and it's precisely because of the rules and the narrative possibilities those rules open up. Things like called shots, the hit chart, rules for climbing large creatures, taking blows for other creatures, etc. all build up towards a whole. Then, when we play combat out, these rules get used, tension rises, and amazing things happen.</p><p></p><p>Is it every fight? Nope. But there are so many different things that have happened that I find interesting that I just can't believe that I wouldn't be able to emulate godlike powers as well and have similar results. That's just not feasible to me.</p><p></p><p>I know you do.</p><p></p><p>I think both of those games didn't have near enough either. I'm not saying 4e is in a club by itself here. I'm saying that its rules aren't precise. They're intentionally broad and vague.</p><p></p><p>I know you do.</p><p></p><p>Predictable rules is player empowerment. So you have two approaches, in my opinion. Define a lot, then hold them to it (my RPG, 4e, etc.); you cannot jump to the moon because you want to, you follow the rules for jumping, etc.</p><p></p><p>The other way is leaving it incredibly open but having very broad rules for actions and resolution (for 4-page superhero RPG). Can you jump to the moon? Well, if your character can, then yes. If he can't, then no. Do regular bullets hurt him? Again, if it hurts the character yes, if not, then no. These are decided by GM-player agreement (much like a GM might set guidelines on setting in the last type of game system). Then, once a general outline for characters is set, the players are given rules on how to accomplish tasks.</p><p></p><p>I just hear this (not that you're saying it, but it strikes me, personally, this way) as "the PCs should have rules, and those rules keep them in a certain sphere, but those rules should be broken often, with the balance left to the GM." I did in 3.X at epic. Never again.</p><p></p><p>Haha. That reads as "incomplete" to me, if the rules are indeed supposed to handle it. But that's my view.</p><p></p><p></p><p><span style="font-family: 'Verdana'">If you value backstory, and have backstory established, this is exactly what is happening.</span></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6575922, member: 6668292"] Just as an example, the combats in my system have included much more dramatic fight scenes than I'd ever experienced in the other systems I've run (outside of maybe my 4-page superhero RPG), and it's precisely because of the rules and the narrative possibilities those rules open up. Things like called shots, the hit chart, rules for climbing large creatures, taking blows for other creatures, etc. all build up towards a whole. Then, when we play combat out, these rules get used, tension rises, and amazing things happen. Is it every fight? Nope. But there are so many different things that have happened that I find interesting that I just can't believe that I wouldn't be able to emulate godlike powers as well and have similar results. That's just not feasible to me. I know you do. I think both of those games didn't have near enough either. I'm not saying 4e is in a club by itself here. I'm saying that its rules aren't precise. They're intentionally broad and vague. I know you do. Predictable rules is player empowerment. So you have two approaches, in my opinion. Define a lot, then hold them to it (my RPG, 4e, etc.); you cannot jump to the moon because you want to, you follow the rules for jumping, etc. The other way is leaving it incredibly open but having very broad rules for actions and resolution (for 4-page superhero RPG). Can you jump to the moon? Well, if your character can, then yes. If he can't, then no. Do regular bullets hurt him? Again, if it hurts the character yes, if not, then no. These are decided by GM-player agreement (much like a GM might set guidelines on setting in the last type of game system). Then, once a general outline for characters is set, the players are given rules on how to accomplish tasks. I just hear this (not that you're saying it, but it strikes me, personally, this way) as "the PCs should have rules, and those rules keep them in a certain sphere, but those rules should be broken often, with the balance left to the GM." I did in 3.X at epic. Never again. Haha. That reads as "incomplete" to me, if the rules are indeed supposed to handle it. But that's my view. [FONT=Verdana][/FONT] [FONT=Verdana]If you value backstory, and have backstory established, this is exactly what is happening.[/FONT] [/QUOTE]
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