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Turning 4e into a simulationist game
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<blockquote data-quote="Sigurd13" data-source="post: 4740554" data-attributes="member: 82662"><p>At the end of the day, any RPG of any stripe is a simulation. By their very nature, they are the marriage of a story taking place in a specific setting and a set of mathematical equations and rules to govern 'fair' interactions between the Storyteller and the Player. There. That's my two cents. ^_^</p><p> </p><p>Echoing Irda, Alex, Gizmo and Halivar before I go ahead with some concrete suggestions, I can't stress enough that you have to have a really clear purpose for why you are creating new rules before you start changing or eliminating the ones you have. </p><p> </p><p>Dnd is only one type of rpg. It has a 'default' setting with its familiar characters, concepts and archetypes... complete with it's own unique way of handling the 'mechanics' of player/storyteller interaction. If you're going to be playing with Dnd, then play it. If there are specific changes you want to make, then do so, but try to stay within the framework of the rules as much as possible to prevent game imbalance. Better yet, just change the 'story' explanation. Of an RPG's 'story' element or its 'rule' element, it's ALWAYS safe to change the story element. Doing so allows you to reskin creatures, change settings, etc with impunity. </p><p> </p><p>That said, dont' be afraid to make new rules, just take care! </p><p>Keep <a href="http://en.wikipedia.org/wiki/Occam's_razor" target="_blank">Occam's Razor </a>in mind: try to make new rules 'fit' with old rules and try to keep the changes as simple as possible to avoid gross unbalancing. Otherwise you may change too much, too fast- creating a totally new rule system. One that has not been tested or balanced... and your players may suffer. </p><p> </p><p>Finally, once you have made all of your modifications it's important to make sure your players are aware of the changes and are ok with them. Don't let them start playing and <em>then</em> spring your new rules on them. You need their informed consent when changing rules that affect them. </p><p> </p><p>Now for some suggestions:</p><p> </p><p><u>1. On the Issue of Items</u></p><p>If there are certain items that you don't want your characters to have at level 1, then don't give them the option of having them. However, make sure there is a good reason for <em>why</em> they can't have that cool set of armor, or the sword that they <em>really want</em>. Typically it's not a great idea to start limiting character options from the get go, so make sure the players understand (or at least can accept) why you have made this change. </p><p> </p><p><u>2. Reward Parcels</u></p><p>Gah! I have just scoured both the Players Handbook and the Dungeon Master's guide and I cannot find the quote! Perhaps it has been removed for some odd reason?</p><p>Anyway, there is another rule that <em>should </em>be under the PHB's 'Three Basic Rules' heading on page 11 that I will try to reproduce here:</p><p> </p><p><strong>RULE #0- The DM always has the last say in terms of using any of the rules provided in any Dnd suppliment.</strong> </p><p> </p><p>What I mean is, the rules, as printed are a guideline. A well tested, well thought out, peer reviewed guideline it may be, but a <em>guide</em>line nonetheless. </p><p> </p><p>When it comes to the parcels, if you don't like them, don't use them. </p><p>However, you will still need to have a way to get your characters treasure. This was the purpose of the rule to begin with, so if you opt not to use parcels, you will have to devise a brand new (read: untested) substitute. This is a case where I would attempt to build off of the rule, or tweak it to suit the taste of your setting (low magic, scarce wealth, bones or clams instead of gold, etc) rather than eliminate it out right. </p><p> </p><p><u>3. Light Sources</u></p><p>Consider that sunrods are 40 times as expensive as torches. So if your character starts out with sunrods, they do so at the expense of other equipment. And they only last a day, so once they're gone, you could just say that sunrods are a rare item, hand made by alchemists.... so they'll have to wait until they arrive at a large enough town that can support a full time apothecary. This is a good example of how to accomplish your goal of limiting the sunrod availability without impacting the mechanics system (not to mention it saves you the time and headache of rewriting the prices of THOUSANDS of items!). </p><p> </p><p>If you're dead set on making some sort of mechanic to govern the limitation on illumination, consider making a new type of terrain or something that makes it so any light sources becomes dim and has it's distance halved. Example:</p><p> </p><p>---------------------------------</p><p><span style="color: red"><u>GLOOM </u>- a supernatural fog, native to the shadow, that accumulates in places of death, decay or necromantic magic. Gloom is dissipated by natural sunlight (or by a sunlight spell). </span></p><p><strong>EFFECT</strong>: Squares filled with Gloom reduce the visibility of a light source by X and the light given off by the source is considered dim. </p><p><span style="color: red">----------------------------------</span></p><p> </p><p>This of course doesn't stop elves and other races with low light vision from seeing normally though. </p><p> </p><p><u>4. Endurance Trials</u></p><p>I think an extremely easy solution to your desire to have starvation, thirst, fatigue, whatev incorporated into the game is to have a daily skill check. You could call them Survival Rounds (or something more clever) and hold them once (or twice) a day. </p><p> </p><p>At this point the character has the option of either using rations to automatically succeed (thus rewarding book keeper characters) or they could participate in a skill check. </p><p> </p><p>Have the characters roll a skill appropriate to the environment to scavenge/forage for food and water (nature, dungeoneering, maybe arcane or religion) or roll endurance to resist the effects of fatigue, exposure, thirst or hunger. Those who make the checks suffer no ill, those who fail lose a healing surge... representing their pain and discomfort from the elements or lack of sustenance. In this way, you can use an established rule system to meet your needs, rather than re-writing or introducing a new rule. </p><p> </p><p>Alternatively, you can make it into a skill challenge, having the party roll as a group for each section- everyone rolls some skill to assist in the party's scavenging/foraging... failing that they must each roll endurance or lose a surge. </p><p> </p><p>Again, make sure that you mention that this mechanic will be in place when you start so that the players know what they're getting into. Additionally, keep in mind that this mechanic's sole purpose seems to be hurting the players... so take care not to abuse it or feel the WRATHFUL GAZE OF UNFULFILLED CHARACTERS UPON YOU!!!!</p><p> </p><p>----------------------------- </p><p> </p><p>Anyway, I hope these examples not only get the creative juices going for you, but also illustrate my point: it is a LOT easier (and more balanced!) to use rules already inherent to a system, or at least based on rules inherent to a system, to accomplish your ends rather than to make extensive revisions. </p><p> </p><p>And always, Always, ALWAYS make sure that any new rule you intend to add is unlike the human appendix- it must serve a useful purpose! ^_^</p></blockquote><p></p>
[QUOTE="Sigurd13, post: 4740554, member: 82662"] At the end of the day, any RPG of any stripe is a simulation. By their very nature, they are the marriage of a story taking place in a specific setting and a set of mathematical equations and rules to govern 'fair' interactions between the Storyteller and the Player. There. That's my two cents. ^_^ Echoing Irda, Alex, Gizmo and Halivar before I go ahead with some concrete suggestions, I can't stress enough that you have to have a really clear purpose for why you are creating new rules before you start changing or eliminating the ones you have. Dnd is only one type of rpg. It has a 'default' setting with its familiar characters, concepts and archetypes... complete with it's own unique way of handling the 'mechanics' of player/storyteller interaction. If you're going to be playing with Dnd, then play it. If there are specific changes you want to make, then do so, but try to stay within the framework of the rules as much as possible to prevent game imbalance. Better yet, just change the 'story' explanation. Of an RPG's 'story' element or its 'rule' element, it's ALWAYS safe to change the story element. Doing so allows you to reskin creatures, change settings, etc with impunity. That said, dont' be afraid to make new rules, just take care! Keep [URL="http://en.wikipedia.org/wiki/Occam's_razor"]Occam's Razor [/URL]in mind: try to make new rules 'fit' with old rules and try to keep the changes as simple as possible to avoid gross unbalancing. Otherwise you may change too much, too fast- creating a totally new rule system. One that has not been tested or balanced... and your players may suffer. Finally, once you have made all of your modifications it's important to make sure your players are aware of the changes and are ok with them. Don't let them start playing and [I]then[/I] spring your new rules on them. You need their informed consent when changing rules that affect them. Now for some suggestions: [U]1. On the Issue of Items[/U] If there are certain items that you don't want your characters to have at level 1, then don't give them the option of having them. However, make sure there is a good reason for [I]why[/I] they can't have that cool set of armor, or the sword that they [I]really want[/I]. Typically it's not a great idea to start limiting character options from the get go, so make sure the players understand (or at least can accept) why you have made this change. [U]2. Reward Parcels[/U] Gah! I have just scoured both the Players Handbook and the Dungeon Master's guide and I cannot find the quote! Perhaps it has been removed for some odd reason? Anyway, there is another rule that [I]should [/I]be under the PHB's 'Three Basic Rules' heading on page 11 that I will try to reproduce here: [B]RULE #0- The DM always has the last say in terms of using any of the rules provided in any Dnd suppliment.[/B] What I mean is, the rules, as printed are a guideline. A well tested, well thought out, peer reviewed guideline it may be, but a [I]guide[/I]line nonetheless. When it comes to the parcels, if you don't like them, don't use them. However, you will still need to have a way to get your characters treasure. This was the purpose of the rule to begin with, so if you opt not to use parcels, you will have to devise a brand new (read: untested) substitute. This is a case where I would attempt to build off of the rule, or tweak it to suit the taste of your setting (low magic, scarce wealth, bones or clams instead of gold, etc) rather than eliminate it out right. [U]3. Light Sources[/U] Consider that sunrods are 40 times as expensive as torches. So if your character starts out with sunrods, they do so at the expense of other equipment. And they only last a day, so once they're gone, you could just say that sunrods are a rare item, hand made by alchemists.... so they'll have to wait until they arrive at a large enough town that can support a full time apothecary. This is a good example of how to accomplish your goal of limiting the sunrod availability without impacting the mechanics system (not to mention it saves you the time and headache of rewriting the prices of THOUSANDS of items!). If you're dead set on making some sort of mechanic to govern the limitation on illumination, consider making a new type of terrain or something that makes it so any light sources becomes dim and has it's distance halved. Example: --------------------------------- [COLOR=red][U]GLOOM [/U]- a supernatural fog, native to the shadow, that accumulates in places of death, decay or necromantic magic. Gloom is dissipated by natural sunlight (or by a sunlight spell). [/COLOR] [B]EFFECT[/B]: Squares filled with Gloom reduce the visibility of a light source by X and the light given off by the source is considered dim. [COLOR=red]----------------------------------[/COLOR] This of course doesn't stop elves and other races with low light vision from seeing normally though. [U]4. Endurance Trials[/U] I think an extremely easy solution to your desire to have starvation, thirst, fatigue, whatev incorporated into the game is to have a daily skill check. You could call them Survival Rounds (or something more clever) and hold them once (or twice) a day. At this point the character has the option of either using rations to automatically succeed (thus rewarding book keeper characters) or they could participate in a skill check. Have the characters roll a skill appropriate to the environment to scavenge/forage for food and water (nature, dungeoneering, maybe arcane or religion) or roll endurance to resist the effects of fatigue, exposure, thirst or hunger. Those who make the checks suffer no ill, those who fail lose a healing surge... representing their pain and discomfort from the elements or lack of sustenance. In this way, you can use an established rule system to meet your needs, rather than re-writing or introducing a new rule. Alternatively, you can make it into a skill challenge, having the party roll as a group for each section- everyone rolls some skill to assist in the party's scavenging/foraging... failing that they must each roll endurance or lose a surge. Again, make sure that you mention that this mechanic will be in place when you start so that the players know what they're getting into. Additionally, keep in mind that this mechanic's sole purpose seems to be hurting the players... so take care not to abuse it or feel the WRATHFUL GAZE OF UNFULFILLED CHARACTERS UPON YOU!!!! ----------------------------- Anyway, I hope these examples not only get the creative juices going for you, but also illustrate my point: it is a LOT easier (and more balanced!) to use rules already inherent to a system, or at least based on rules inherent to a system, to accomplish your ends rather than to make extensive revisions. And always, Always, ALWAYS make sure that any new rule you intend to add is unlike the human appendix- it must serve a useful purpose! ^_^ [/QUOTE]
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