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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What's so bad about 4th edition? What's so good about other systems?
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<blockquote data-quote="catastrophic" data-source="post: 5620196" data-attributes="member: 81381"><p>Yeah, i've been running a campaigin since 4e came out, and we started with a skill challenge as the second event of the game, and evolved from there. </p><p> </p><p>I've done a bunch of variants and alternative approaches to things, including an obsidian style approach wiht turns, rounds, and multiple successes per roll. I also used a social combat system for major social conflicts, in which the pcs ltierally push and pull their foes around a conceptual space battle map, while fighting over various goal tokens.</p><p> </p><p>But recently i've just been doing what are essentuially puzzles, stripping away skills entirely in such scenes, and simply giving players a bunch of moves and options to use to win the challenge, with multiple victorty conditions up for grabs.</p><p> </p><p>This is partly because i run in maptool, but imagine a map with various pcs, npcs, and multiple victory tokens in play. The pcs have to grab as many of the tokens as they can, scoring points off them or positioning them in various ways. </p><p> </p><p>One recent example was a negociation with the ruling council of a pirate island, with four different goals to be pursued- passage for the pc's fleet, a potential alliance, rights for the local tribes, and information on the pc's main campaigin foes. Each of these goals represented by a token, which the pcs or their oppoents could score points off of, move around the field, and from that, the outcome was determined, with varying levels of success for the four goals. </p><p> </p><p>Now in the past, i would allow these manuvers and so on to be defined by socia skill rolls. But without the skill rolls, all the players get the same stake and options, and the focus is on the tactics they use, and the outcomes they pursue.</p><p> </p><p>That's basically the norm in my game now. Skills are ok for other events, but for those big, encounter scale scenes, there's too much inequalitiy between classes and various other drabacks, for them to play a primary role.</p><p> </p><p>Really, 4e tried to hit this issue wiht skill challenges. If 5e was a continuation of 4e, you'd have a much better skill challenge/noncombat events/ect system to work with. This would include things like more balanced skills, and a resource system so that at other times, skills could be more freely interpreted in open narritive.</p></blockquote><p></p>
[QUOTE="catastrophic, post: 5620196, member: 81381"] Yeah, i've been running a campaigin since 4e came out, and we started with a skill challenge as the second event of the game, and evolved from there. I've done a bunch of variants and alternative approaches to things, including an obsidian style approach wiht turns, rounds, and multiple successes per roll. I also used a social combat system for major social conflicts, in which the pcs ltierally push and pull their foes around a conceptual space battle map, while fighting over various goal tokens. But recently i've just been doing what are essentuially puzzles, stripping away skills entirely in such scenes, and simply giving players a bunch of moves and options to use to win the challenge, with multiple victorty conditions up for grabs. This is partly because i run in maptool, but imagine a map with various pcs, npcs, and multiple victory tokens in play. The pcs have to grab as many of the tokens as they can, scoring points off them or positioning them in various ways. One recent example was a negociation with the ruling council of a pirate island, with four different goals to be pursued- passage for the pc's fleet, a potential alliance, rights for the local tribes, and information on the pc's main campaigin foes. Each of these goals represented by a token, which the pcs or their oppoents could score points off of, move around the field, and from that, the outcome was determined, with varying levels of success for the four goals. Now in the past, i would allow these manuvers and so on to be defined by socia skill rolls. But without the skill rolls, all the players get the same stake and options, and the focus is on the tactics they use, and the outcomes they pursue. That's basically the norm in my game now. Skills are ok for other events, but for those big, encounter scale scenes, there's too much inequalitiy between classes and various other drabacks, for them to play a primary role. Really, 4e tried to hit this issue wiht skill challenges. If 5e was a continuation of 4e, you'd have a much better skill challenge/noncombat events/ect system to work with. This would include things like more balanced skills, and a resource system so that at other times, skills could be more freely interpreted in open narritive. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
What's so bad about 4th edition? What's so good about other systems?
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