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Variant rules for exploration and puzzles... comments welcome!
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<blockquote data-quote="SteveC" data-source="post: 5800676" data-attributes="member: 9053"><p>That's pretty much it. To make a comparison to computer/console games, the genesis for this idea came when I was playing through Dragon Age recently and having fun with some of the puzzle or "do this to unlock that," rooms. As I was playing it I thought "why don't I do encounters like this in D&D?"</p><p></p><p>In a similar fashion, my fiance is playing Lego Harry Potter part 2, and that game has TONS of locations where you have to figure out one or more features of the scene in order to move on. Most of the time, that's been really fun.</p><p></p><p>I wanted to do a system like that for 4E, but not turn the entire thing into die rolls.</p><p></p><p>Now for your idea about turning these encounters into a more "combat like" scene: I liked this idea, and my first version of the EPS did this. My feedback from the players was "the core is fun, but the combat turn mechanics don't seem to work here." It was sort of like the initial Skill Challenge rules that had initiative and turns ... which was a sort of artificial limiting factor that was later dropped. For the right scene, doing exploration by initiative would be very cool, though!</p></blockquote><p></p>
[QUOTE="SteveC, post: 5800676, member: 9053"] That's pretty much it. To make a comparison to computer/console games, the genesis for this idea came when I was playing through Dragon Age recently and having fun with some of the puzzle or "do this to unlock that," rooms. As I was playing it I thought "why don't I do encounters like this in D&D?" In a similar fashion, my fiance is playing Lego Harry Potter part 2, and that game has TONS of locations where you have to figure out one or more features of the scene in order to move on. Most of the time, that's been really fun. I wanted to do a system like that for 4E, but not turn the entire thing into die rolls. Now for your idea about turning these encounters into a more "combat like" scene: I liked this idea, and my first version of the EPS did this. My feedback from the players was "the core is fun, but the combat turn mechanics don't seem to work here." It was sort of like the initial Skill Challenge rules that had initiative and turns ... which was a sort of artificial limiting factor that was later dropped. For the right scene, doing exploration by initiative would be very cool, though! [/QUOTE]
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