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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="pemerton" data-source="post: 6576353" data-attributes="member: 42582"><p>Thanks for the post.</p><p></p><p>In 4e, "flogging your horses to death" would be an element in a skill challenge (eg sacrifice money = to 10% of the value of a magic item of your level to gain +2 to a check). So the only way horses could be flogged to death would be in that sort of context. But as I posted upthread, the timing in this case wasn't being resolved as a skill challenge (as best I can recall): the players declare that their PCs are chasing down the gnolls, and their arrival is narrated. I can't remember all the details, to be honest, but I can be confident that the timing wasn't in issue, because if it was I wouldn't have handled it the way I did!</p><p></p><p>I'm not even sure that the players (or PCs) knew that the prisoners were slated for sacrifice until they entered the ruined temple and interrogated a (different, less sympathetic) prisoner.</p><p></p><p>I can understand that it's anathema, but the illusionist bit still puzzles me. It's illusory because the game world's not real? But no one's game world is real!</p><p></p><p>I can see why someone might be attracted to the idea of a pre-written timeline from which the GM doesn't vary, though as I posted upthread I think D&D doesn't have very good rules for managing timelines once you get beyond a few basics. But it puzzles me to describe the alternative as illusory! The pre-written timeline isn't any more real or objective!</p><p></p><p>In the abstract, I don't really see how to answer this. What is going on, and why make the item?</p><p></p><p>Even in the GM's pre-written timeline version, what time is the sacrifice going to take place? Midnight? Measured how (the cultists don't have wrist-watches, presumably)? And what time, exactly, did the PCs start making their item - and did stopping for lunch, to avoid fatigue/hunger penalties, cost them 10 minutes or 30? How long was the queue at the tavern? These are the sorts of things I have in mind when I say that D&D doesn't really have the resources to handle time outside of a fairly narrow range of contexts.</p><p></p><p>Outside of some way of putting the whole thing on a meaningful clock, I don't see the point of turning time into part of the stakes - it's just an invitation to GM fiat. As I've said, in 4e the way you put it onto a clock is via a skill challenge. Until the place of the magic item creation within such a skill challenge is known, I can't really answer the question. Maybe if the skill challenge fails, <em>and</em> the PCs stopped to make an item, you narrate a head rolling down the mountainside as they arrive at the temple - "If only you'd got here quicker, you might have saved the prisoner!" - in other words, the expenditure of a notable block of time adds material to use in narrating the failure.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6576353, member: 42582"] Thanks for the post. In 4e, "flogging your horses to death" would be an element in a skill challenge (eg sacrifice money = to 10% of the value of a magic item of your level to gain +2 to a check). So the only way horses could be flogged to death would be in that sort of context. But as I posted upthread, the timing in this case wasn't being resolved as a skill challenge (as best I can recall): the players declare that their PCs are chasing down the gnolls, and their arrival is narrated. I can't remember all the details, to be honest, but I can be confident that the timing wasn't in issue, because if it was I wouldn't have handled it the way I did! I'm not even sure that the players (or PCs) knew that the prisoners were slated for sacrifice until they entered the ruined temple and interrogated a (different, less sympathetic) prisoner. I can understand that it's anathema, but the illusionist bit still puzzles me. It's illusory because the game world's not real? But no one's game world is real! I can see why someone might be attracted to the idea of a pre-written timeline from which the GM doesn't vary, though as I posted upthread I think D&D doesn't have very good rules for managing timelines once you get beyond a few basics. But it puzzles me to describe the alternative as illusory! The pre-written timeline isn't any more real or objective! In the abstract, I don't really see how to answer this. What is going on, and why make the item? Even in the GM's pre-written timeline version, what time is the sacrifice going to take place? Midnight? Measured how (the cultists don't have wrist-watches, presumably)? And what time, exactly, did the PCs start making their item - and did stopping for lunch, to avoid fatigue/hunger penalties, cost them 10 minutes or 30? How long was the queue at the tavern? These are the sorts of things I have in mind when I say that D&D doesn't really have the resources to handle time outside of a fairly narrow range of contexts. Outside of some way of putting the whole thing on a meaningful clock, I don't see the point of turning time into part of the stakes - it's just an invitation to GM fiat. As I've said, in 4e the way you put it onto a clock is via a skill challenge. Until the place of the magic item creation within such a skill challenge is known, I can't really answer the question. Maybe if the skill challenge fails, [I]and[/I] the PCs stopped to make an item, you narrate a head rolling down the mountainside as they arrive at the temple - "If only you'd got here quicker, you might have saved the prisoner!" - in other words, the expenditure of a notable block of time adds material to use in narrating the failure. [/QUOTE]
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