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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="AbdulAlhazred" data-source="post: 5635275" data-attributes="member: 82106"><p>Exactly, and that's why it will be cool to keep the nice tactical options of 4e.</p><p> </p><p>Sure, there is plenty wrong with 4e, and you don't always want people falling off cliffs, but the fact remains- codifying this stuff into a system in a good way, makes for more and better options. </p><p> </p><p></p><p></p><p>Sure, but you can also do the same thing in 4e, we don't need a new edition to get that kind of thing. I mean 4e doesn't cover everything, there's no specific 'morale system' but with just discussion of those options and a page or two of crunch you have all of that stuff. 4e crunch is good, a little bit goes a long ways.</p><p> </p><p></p><p></p><p>They are now, they are basically just the content of the encounter. I agree that an encounter building book (probably adventure building handbook) would be nice. </p><p></p><p> </p><p></p><p>I don't think you really need rules for these things. You just need ideas for what situations will be fun and some guidelines on how they've been done in the past and can be accomplished in the future. Things like terrain powers, traps, etc already provide a lot of options. Story related options, really part of the story. It is a 'capture' scenario if you have a thing the PCs need to get, etc. Actually I don't think any version of D&D has really discussed these things. Again, it is good to do that. Not sure there'd need to be any appreciable amount of rules involved.</p><p> </p><p></p><p></p><p>Eh, I think in terms of the 4e paradigm you don't need to really distinguish the two. Let the players 'step up' any time they want. I never saw the logic of a counter you needed in order to do that. The player just says he's going to do some awesome thing and said thing is naturally hazardous or otherwise raises the stakes. Even if they're personal stakes I don't know what needs to be counted. There can be one crazy player that does it all the time and another that doesn't. Actually I find it pretty much works like that in my games. Just never really saw what the need for book keeping there was, unless you're putting the players in the position of changing the actual situation in the narrative.</p><p></p><p>I don't see AP and HP/HS as meta-game resources is the thing. They are things that actually belong to the character. They may be ABSTRACT, but they aren't 'meta'. Hero Points that let you change the narrative are a whole different thing, and I still say they're rather outside the tradition of D&D. </p><p> </p><p></p><p></p><p>Eh, I think that kind of thing is really more a genre thing. If you want to play the type of genre where those things are best done in an abstract fashion then you can do that. GP are really perfectly fine abstract resource points already. Just say "I've got an estate worth 50,000 gp". GP just needs to be freed up from the shackles of the parcel system, since basically items aren't craftable anymore unless the DM says they are. Even if the PCs can easily make +N basic items pretty much willy nilly it doesn't do much for them, unless they're particularly badly equipped or lost their stuff.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5635275, member: 82106"] Exactly, and that's why it will be cool to keep the nice tactical options of 4e. Sure, there is plenty wrong with 4e, and you don't always want people falling off cliffs, but the fact remains- codifying this stuff into a system in a good way, makes for more and better options. Sure, but you can also do the same thing in 4e, we don't need a new edition to get that kind of thing. I mean 4e doesn't cover everything, there's no specific 'morale system' but with just discussion of those options and a page or two of crunch you have all of that stuff. 4e crunch is good, a little bit goes a long ways. They are now, they are basically just the content of the encounter. I agree that an encounter building book (probably adventure building handbook) would be nice. I don't think you really need rules for these things. You just need ideas for what situations will be fun and some guidelines on how they've been done in the past and can be accomplished in the future. Things like terrain powers, traps, etc already provide a lot of options. Story related options, really part of the story. It is a 'capture' scenario if you have a thing the PCs need to get, etc. Actually I don't think any version of D&D has really discussed these things. Again, it is good to do that. Not sure there'd need to be any appreciable amount of rules involved. Eh, I think in terms of the 4e paradigm you don't need to really distinguish the two. Let the players 'step up' any time they want. I never saw the logic of a counter you needed in order to do that. The player just says he's going to do some awesome thing and said thing is naturally hazardous or otherwise raises the stakes. Even if they're personal stakes I don't know what needs to be counted. There can be one crazy player that does it all the time and another that doesn't. Actually I find it pretty much works like that in my games. Just never really saw what the need for book keeping there was, unless you're putting the players in the position of changing the actual situation in the narrative. I don't see AP and HP/HS as meta-game resources is the thing. They are things that actually belong to the character. They may be ABSTRACT, but they aren't 'meta'. Hero Points that let you change the narrative are a whole different thing, and I still say they're rather outside the tradition of D&D. Eh, I think that kind of thing is really more a genre thing. If you want to play the type of genre where those things are best done in an abstract fashion then you can do that. GP are really perfectly fine abstract resource points already. Just say "I've got an estate worth 50,000 gp". GP just needs to be freed up from the shackles of the parcel system, since basically items aren't craftable anymore unless the DM says they are. Even if the PCs can easily make +N basic items pretty much willy nilly it doesn't do much for them, unless they're particularly badly equipped or lost their stuff. [/QUOTE]
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What's so bad about 4th edition? What's so good about other systems?
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