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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The "We Can't Roleplay" in 4E Argument
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5579741" data-attributes="member: 82106"><p>As far as 'rituals' tied to particular general learned techniques, there are Martial Practices, which fit that bill fairly well. That system could use some expansion, but it is a rather interesting way to add some 'tricks' to your character, and fits nicely with a PC who wants to demonstrate some specialized knowledge/techniques and avoid the more arcane themed rituals themselves.</p><p></p><p>I do think the concept with rituals is that you probably DON'T use the ones that are close to your level a whole lot. You can use them, but the lower level ones are more your bread and butter. They could have simply cut the costs and raised all the levels by 5, but why not let lower level characters in on the fun, albeit they probably won't spend the cash too often, in a pinch they can.</p><p></p><p>In terms of the feeling that rituals are expensive. I don't think that's a matter of an issue with the ritual system per se. I think the way parcels are engineered is a bit overly restrained. Not that characters should simply get more money, but the concept of a general level of wealth appropriate to a given level of play could be structured in a looser way (or at least they could have documented it in a less nailed down fashion). Players get the impression that every gold piece spent is a gold piece they'll never see again. Instead it would probably be better to leave it more at the level of "Well, I can risk some of my treasure for a greater reward later". Not exactly sure how to express that mechanically but it matches pretty well with what I've done. </p><p></p><p>I find that the PCs do use rituals in our game without too much concern for the cost, and they also utilize alchemy now and then as well. I've also had instances where a character spent some resources brewing potions. These subsystems work well enough in general but the results are only marginally better than saving your cash in a typical 4e game. Again, a looser wealth system is I think the key.</p><p></p><p>When comparing SW and 4e skill systems it is always worth remembering that SW was build far more explicitly with multiple genres and different types of settings in mind. Were 4e to aspire to be an engine you might use in a sci-fi, supers, etc type game it would perforce have to present the possibility of alternative knowledge skills. It sticks to just its one niche though and the issue simply never really comes up. Likewise if you consider SW just in terms of a D&D-style fantasy game you'd not likely be inventing any new skills either and could easily get by with the core skills.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5579741, member: 82106"] As far as 'rituals' tied to particular general learned techniques, there are Martial Practices, which fit that bill fairly well. That system could use some expansion, but it is a rather interesting way to add some 'tricks' to your character, and fits nicely with a PC who wants to demonstrate some specialized knowledge/techniques and avoid the more arcane themed rituals themselves. I do think the concept with rituals is that you probably DON'T use the ones that are close to your level a whole lot. You can use them, but the lower level ones are more your bread and butter. They could have simply cut the costs and raised all the levels by 5, but why not let lower level characters in on the fun, albeit they probably won't spend the cash too often, in a pinch they can. In terms of the feeling that rituals are expensive. I don't think that's a matter of an issue with the ritual system per se. I think the way parcels are engineered is a bit overly restrained. Not that characters should simply get more money, but the concept of a general level of wealth appropriate to a given level of play could be structured in a looser way (or at least they could have documented it in a less nailed down fashion). Players get the impression that every gold piece spent is a gold piece they'll never see again. Instead it would probably be better to leave it more at the level of "Well, I can risk some of my treasure for a greater reward later". Not exactly sure how to express that mechanically but it matches pretty well with what I've done. I find that the PCs do use rituals in our game without too much concern for the cost, and they also utilize alchemy now and then as well. I've also had instances where a character spent some resources brewing potions. These subsystems work well enough in general but the results are only marginally better than saving your cash in a typical 4e game. Again, a looser wealth system is I think the key. When comparing SW and 4e skill systems it is always worth remembering that SW was build far more explicitly with multiple genres and different types of settings in mind. Were 4e to aspire to be an engine you might use in a sci-fi, supers, etc type game it would perforce have to present the possibility of alternative knowledge skills. It sticks to just its one niche though and the issue simply never really comes up. Likewise if you consider SW just in terms of a D&D-style fantasy game you'd not likely be inventing any new skills either and could easily get by with the core skills. [/QUOTE]
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