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What Edition to use Nine
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<blockquote data-quote="Neonchameleon" data-source="post: 7838134" data-attributes="member: 87792"><p>In last place: D&D 3.X. No one cares how many ranks in Open Lock or Use Rope The Mask has, no one wants to make The Mask into a prosthetic forehead wizard and look up the effects of its spells. The Mask is a <em>ridiculous</em> artifact and would work best in a narrative game like Fate or anything else where you throw in ridiculous Sfx. The physics engine simulationism and especially the spell based physics engine mesh exceptionally badly with something so toon-like. And binding the DM with the game rules doesn't work here.</p><p></p><p>In first place: D&D 4e. The slightly goofy nature of the high number of hit points works well with The Mask, the powers structure does as well as anything. But most importantly 4e's forced movement abilities could mesh <em>extremely</em> well with the general aesthetic of The Mask. It's still not a good fit, but this is the only version of D&D that has any advantages over a rules light narrative system.</p><p></p><p>In the middle: Everything else. Probably slightly easier and a slightly better fit in oD&D but basically it's not a good fit, not a fit where you need to fight the system every step of the way, and not something where the system makes the Mask shine in any real way.</p><p></p><p>A modern narrative system either with Fate-style aspects or Apocalypse World/Blades in the Dark-style success with consequences results and more abstract resolution mechanics would be a long way ahead of any D&D system.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7838134, member: 87792"] In last place: D&D 3.X. No one cares how many ranks in Open Lock or Use Rope The Mask has, no one wants to make The Mask into a prosthetic forehead wizard and look up the effects of its spells. The Mask is a [I]ridiculous[/I] artifact and would work best in a narrative game like Fate or anything else where you throw in ridiculous Sfx. The physics engine simulationism and especially the spell based physics engine mesh exceptionally badly with something so toon-like. And binding the DM with the game rules doesn't work here. In first place: D&D 4e. The slightly goofy nature of the high number of hit points works well with The Mask, the powers structure does as well as anything. But most importantly 4e's forced movement abilities could mesh [I]extremely[/I] well with the general aesthetic of The Mask. It's still not a good fit, but this is the only version of D&D that has any advantages over a rules light narrative system. In the middle: Everything else. Probably slightly easier and a slightly better fit in oD&D but basically it's not a good fit, not a fit where you need to fight the system every step of the way, and not something where the system makes the Mask shine in any real way. A modern narrative system either with Fate-style aspects or Apocalypse World/Blades in the Dark-style success with consequences results and more abstract resolution mechanics would be a long way ahead of any D&D system. [/QUOTE]
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