Mustrum_Ridcully
Legend
If you want to avoid the immersion problem in regards to the "reduce hp to 0 either kills or disables, players choice", just say up front: Tell me what you want to achieve before you roll the attack and damage. It's a slight change of the rule, but it works just as well. (And maybe it's even more satisfying for everyone involved, since players have to plan for the idea to capture a foe. It can naturally also run in the "adversial DM" trap "You didn't see you wanted to knock him out this round! He's dead! Hahaha!", but that's less likely if you're up front about such changes)
For the other narrative aspects of 4E, take it literally:
All the cool combat stuff - it's sword magic. It doesn't just use the mechanics of magic, it is magic. That's why people can do their Split the Tree stunt only once per day. Their sword magic mumbo jumbo is expended.
Naturally, this requires you to have a setting that could accept "sword magic". I wouldn't find this too far-fetched, though - after all, there is nothing inherently believable about a human being able to best a dragon in melee combat. There is something special or supernatural about him, and maybe it is just his skill at sword magic. Your setting would look more like Earth Dawn then Warhammer this way...
Your biggest problem will probably occur in regards to hit points, though that doesn't involve much of a player choice taking you out of character. The DM can narrate the effects of any damage the player takes or deals, and only has to look out for it being consistent for the effects to avoid immersion problems.
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Ultimiately, I don't care about these immersion problems.
My first role-playing game was Shadowrun 3E. IN that game, every character had a Karma Pool that gave you rerolls, extra dice and extra successes. It's an entirely metagame mechanic that has no meaning in-character. The character just knows he just made an impossible shot, narrowly escaped a dangerous situation, just happened to sweet-talk a cop this time, or found his new Ares Predator III faster then expected.
Later, I was introduced into D&D (3E). But I was also introduced to Torg (but it was already less played then). Torg had a similar meta-game mechanic as Shadowrun, but it was even more integrated in the system. Possibilities where used to improve rolls, negate damage and activate strange powers. A card deck could used to change the plot (Declare a Nemisis! Declare a Romance! Get an Idea!).
For me, such meta-game mechanics or "player vs character" things come naturally.
For the other narrative aspects of 4E, take it literally:
All the cool combat stuff - it's sword magic. It doesn't just use the mechanics of magic, it is magic. That's why people can do their Split the Tree stunt only once per day. Their sword magic mumbo jumbo is expended.
Naturally, this requires you to have a setting that could accept "sword magic". I wouldn't find this too far-fetched, though - after all, there is nothing inherently believable about a human being able to best a dragon in melee combat. There is something special or supernatural about him, and maybe it is just his skill at sword magic. Your setting would look more like Earth Dawn then Warhammer this way...
Your biggest problem will probably occur in regards to hit points, though that doesn't involve much of a player choice taking you out of character. The DM can narrate the effects of any damage the player takes or deals, and only has to look out for it being consistent for the effects to avoid immersion problems.
---
Ultimiately, I don't care about these immersion problems.
My first role-playing game was Shadowrun 3E. IN that game, every character had a Karma Pool that gave you rerolls, extra dice and extra successes. It's an entirely metagame mechanic that has no meaning in-character. The character just knows he just made an impossible shot, narrowly escaped a dangerous situation, just happened to sweet-talk a cop this time, or found his new Ares Predator III faster then expected.
Later, I was introduced into D&D (3E). But I was also introduced to Torg (but it was already less played then). Torg had a similar meta-game mechanic as Shadowrun, but it was even more integrated in the system. Possibilities where used to improve rolls, negate damage and activate strange powers. A card deck could used to change the plot (Declare a Nemisis! Declare a Romance! Get an Idea!).
For me, such meta-game mechanics or "player vs character" things come naturally.