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Turning 4e into a simulationist game
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<blockquote data-quote="Garthanos" data-source="post: 4740012" data-attributes="member: 82504"><p>See some of the ideas on the thread fun with rituals... there are quite logical ways one can use to reduce the creation costs by dint of effort ... if you buy your herbs from the herbalist... and rent a lab to process them... it ends up costing the same. If you find a spot centered on lay lines and gather your own herbs and have your own equipment, profit is to be had</p><p></p><p>The game is not about mercantilism so ideas like that are not core... but that doesnt make them a big divergence either.</p><p></p><p></p><p></p><p>Hero != Skilled or powerful necessarily..frodo wasnt powerful. </p><p>You see when you start talking about "hero" we are now simulating something from movies and books and legend (Cinematics and Narrativist) ... and it highlights for me "minions"</p><p></p><p>I figure hit points could have been called Hero Points / Plot Significance and are mostly about inspiration, luck and vigor... and at first level a lot of that is inspiration and luck. All of which the level 3 minion towns guardsman or even the 7th level towns guardsman is lacking. </p><p>I know the MM doesnt make the guardsman minions but somebody didn't read or watch enough robinhood or Zorro... if the guardsman and bandit are enemies they definitely should have been minions. </p><p></p><p>And the reason I want minions to have somewhat better rules ( like an intermediate bloodied state and proper scaling) is because I want to use them more for they are highlight point for heros and second wind is also very heroic turning around the fight.</p><p></p><p>Having minions have a bloodied state also allows me to have them flee the battle when they get bloodied... though before I implemented that .. for some minions negative hit points upto -(5 + level) just meant giving up on the fight all out defense and fleeing the battle etc.</p><p></p><p>I think D&D 4e has a lot of possibilities to simulate what I want it to simulate... and yes sometimes they do take house rules... but then again i don't ever remember playing an rpg without house rules.</p><p></p><p>For me "healing" is the wrong word that implies hit point damage is wounds... but that just takes some mental recalibration to overcome... poets priests and politicians each have words to say for their positions (leaders inspire one to access ones deeper energy reserves... tadah)</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4740012, member: 82504"] See some of the ideas on the thread fun with rituals... there are quite logical ways one can use to reduce the creation costs by dint of effort ... if you buy your herbs from the herbalist... and rent a lab to process them... it ends up costing the same. If you find a spot centered on lay lines and gather your own herbs and have your own equipment, profit is to be had The game is not about mercantilism so ideas like that are not core... but that doesnt make them a big divergence either. Hero != Skilled or powerful necessarily..frodo wasnt powerful. You see when you start talking about "hero" we are now simulating something from movies and books and legend (Cinematics and Narrativist) ... and it highlights for me "minions" I figure hit points could have been called Hero Points / Plot Significance and are mostly about inspiration, luck and vigor... and at first level a lot of that is inspiration and luck. All of which the level 3 minion towns guardsman or even the 7th level towns guardsman is lacking. I know the MM doesnt make the guardsman minions but somebody didn't read or watch enough robinhood or Zorro... if the guardsman and bandit are enemies they definitely should have been minions. And the reason I want minions to have somewhat better rules ( like an intermediate bloodied state and proper scaling) is because I want to use them more for they are highlight point for heros and second wind is also very heroic turning around the fight. Having minions have a bloodied state also allows me to have them flee the battle when they get bloodied... though before I implemented that .. for some minions negative hit points upto -(5 + level) just meant giving up on the fight all out defense and fleeing the battle etc. I think D&D 4e has a lot of possibilities to simulate what I want it to simulate... and yes sometimes they do take house rules... but then again i don't ever remember playing an rpg without house rules. For me "healing" is the wrong word that implies hit point damage is wounds... but that just takes some mental recalibration to overcome... poets priests and politicians each have words to say for their positions (leaders inspire one to access ones deeper energy reserves... tadah) [/QUOTE]
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