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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="AbdulAlhazred" data-source="post: 6586471" data-attributes="member: 82106"><p>Say 'yes' actually IS stated several times explicitly, but it still doesn't qualify as a RULE, unlike saying something like 'Roll or Say Yes' would be, or FATE where the player expends a fate point to invoke an aspect. The mechanics encourage stunting, but they provide a LOT of 'integration points', though without hooking most of them. For instance APs can act as a more general plot coupon, and there are a few feats or racial abilities that leverage that in a small way (and PPs often in a limited form), but its never developed. It was more latent with HS, rules-wise they're more of a passive resource that gets attritioned, but the potential is always there. The disease track is pretty much latent as well, though it was developed in the BoVD into a more general tool for 'curses'. </p><p></p><p></p><p>Not sure what reskinning opens up in terms of abuse, but I distinguish two separate procedures here. There is 'reskinning', which is purely narrative, calling an axe a sword for instance, in which no mechanical alteration is made, and then there's customizing, where keywords are altered. The latter can be abused, you can put the cold keyword on a power and use it with Frost Cheese, etc. The question is whether in general even that does much. I mean there are plenty of cold powers in the game at this point. Early on it was more of a concern, but with something like 13,000 published powers now? </p><p></p><p></p><p></p><p>I actually never assumed that quests were a player directed thing. I always assumed they were basically a way for the DM to say "Oh, that would be interesting, I'll give you some XP if you do that" or to just set them out there as XP-worthy goals. I think KOTS actually lays them out this way, suggesting several initial plot hooks the characters could be using when they travel to Winterhaven, and what quest XP each is associated with.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6586471, member: 82106"] Say 'yes' actually IS stated several times explicitly, but it still doesn't qualify as a RULE, unlike saying something like 'Roll or Say Yes' would be, or FATE where the player expends a fate point to invoke an aspect. The mechanics encourage stunting, but they provide a LOT of 'integration points', though without hooking most of them. For instance APs can act as a more general plot coupon, and there are a few feats or racial abilities that leverage that in a small way (and PPs often in a limited form), but its never developed. It was more latent with HS, rules-wise they're more of a passive resource that gets attritioned, but the potential is always there. The disease track is pretty much latent as well, though it was developed in the BoVD into a more general tool for 'curses'. Not sure what reskinning opens up in terms of abuse, but I distinguish two separate procedures here. There is 'reskinning', which is purely narrative, calling an axe a sword for instance, in which no mechanical alteration is made, and then there's customizing, where keywords are altered. The latter can be abused, you can put the cold keyword on a power and use it with Frost Cheese, etc. The question is whether in general even that does much. I mean there are plenty of cold powers in the game at this point. Early on it was more of a concern, but with something like 13,000 published powers now? I actually never assumed that quests were a player directed thing. I always assumed they were basically a way for the DM to say "Oh, that would be interesting, I'll give you some XP if you do that" or to just set them out there as XP-worthy goals. I think KOTS actually lays them out this way, suggesting several initial plot hooks the characters could be using when they travel to Winterhaven, and what quest XP each is associated with. [/QUOTE]
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