Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Turning 4e into a simulationist game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wik" data-source="post: 4738338" data-attributes="member: 40177"><p>So, I'm sure this question has been asked before, but I want to ask it again. Basically - what sort of house rules/changes would be necessary to turn 4e into a Simulation-based game, as opposed to the "gamist" game it currently is?</p><p></p><p>A bit of expansion on that thought...</p><p></p><p>In earlier editions of D&D, for better or for worse (that's not the topic, here), the game sought to mimic the world's "reality". So, if it made sense for an item to cost 10 gp, even if that made things too easy or too hard for the PCs, then so be it. In 4e, however, the prices have been set with adventuring in mind.</p><p></p><p>An example of this shift can be seen in the price of plate mail. In 3e, plate mail was pretty expensive - no 1st level PC could start with it, and usually had to wait a few levels before it was theirs. In 4e, where Plate Mail is almost assumed gear for Paladin characters (and maybe a few fighters), the price of plate mail is easily within the grasp of any starting PC.</p><p></p><p>(Yes, I know BECMI had cheap plate mail, too... you don't need to point that out).</p><p></p><p>Animals are another example - in a general sense, animals in 3e were based around some sort of economic scale, while in 4e, they scale according to their "level". </p><p></p><p>Neither approach is right or wrong, per se. I'm just interested in turning 4e from a gamist approach, to a simulationist approach, because that's a play style I'm more interested in. (For what it's worth, I'm thinking of converting DARK SUN into 4e, and I'm convinced 4e DS needs to be more simulation than Gamist). </p><p></p><p>So, how do you do it? A few of my thoughts:</p><p></p><p>1) Remove Treasure Packets. PCs get wealth according to what is realistic within the confines of the encounter. To keep balance, magical items will be factored into a PC's improvement, as Mike Mearls suggested pre 4e release. Other magical items (or magical weapons/armour with special effects) will be discovered only rarely, and not by following some preset scheme.</p><p></p><p>2) Completely re-write the costs of everything, keeping the world's economy in mind. If this means that a spear is MUCH cheaper than a sword, so be it. And if it means the paladin will have a hard time finding his plate mail, oh well.</p><p></p><p>3) Remove many of the items that overcome some common difficulties - say goodbye to Sunrods (as they remove the fun that can be had by moving only by torchlight), Journey Bread (carrying rations is FUN!), and Everburning Torches. </p><p></p><p>4) Scale Mounts up, so that as PCs level, their mounts do as well. This will allow PCs to go to the market and buy a horse, instead of having to trade in their animals every five levels to keep "in sync" with things. Gah.</p></blockquote><p></p>
[QUOTE="Wik, post: 4738338, member: 40177"] So, I'm sure this question has been asked before, but I want to ask it again. Basically - what sort of house rules/changes would be necessary to turn 4e into a Simulation-based game, as opposed to the "gamist" game it currently is? A bit of expansion on that thought... In earlier editions of D&D, for better or for worse (that's not the topic, here), the game sought to mimic the world's "reality". So, if it made sense for an item to cost 10 gp, even if that made things too easy or too hard for the PCs, then so be it. In 4e, however, the prices have been set with adventuring in mind. An example of this shift can be seen in the price of plate mail. In 3e, plate mail was pretty expensive - no 1st level PC could start with it, and usually had to wait a few levels before it was theirs. In 4e, where Plate Mail is almost assumed gear for Paladin characters (and maybe a few fighters), the price of plate mail is easily within the grasp of any starting PC. (Yes, I know BECMI had cheap plate mail, too... you don't need to point that out). Animals are another example - in a general sense, animals in 3e were based around some sort of economic scale, while in 4e, they scale according to their "level". Neither approach is right or wrong, per se. I'm just interested in turning 4e from a gamist approach, to a simulationist approach, because that's a play style I'm more interested in. (For what it's worth, I'm thinking of converting DARK SUN into 4e, and I'm convinced 4e DS needs to be more simulation than Gamist). So, how do you do it? A few of my thoughts: 1) Remove Treasure Packets. PCs get wealth according to what is realistic within the confines of the encounter. To keep balance, magical items will be factored into a PC's improvement, as Mike Mearls suggested pre 4e release. Other magical items (or magical weapons/armour with special effects) will be discovered only rarely, and not by following some preset scheme. 2) Completely re-write the costs of everything, keeping the world's economy in mind. If this means that a spear is MUCH cheaper than a sword, so be it. And if it means the paladin will have a hard time finding his plate mail, oh well. 3) Remove many of the items that overcome some common difficulties - say goodbye to Sunrods (as they remove the fun that can be had by moving only by torchlight), Journey Bread (carrying rations is FUN!), and Everburning Torches. 4) Scale Mounts up, so that as PCs level, their mounts do as well. This will allow PCs to go to the market and buy a horse, instead of having to trade in their animals every five levels to keep "in sync" with things. Gah. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Turning 4e into a simulationist game
Top