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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="Pentius" data-source="post: 5639822" data-attributes="member: 6676736"><p>Then you find yourself having to just a little bit careful when making rulings on the fly, which is the norm for rulings on the fly. I wouldn't call page 42 perfect, but it beats the pants off of any other improv advice I've seen. But my point wasn't to pimp page 42, but to promote making the fiction more than color, so terrain powers work.</p><p></p><p></p><p>Except that the monsters aren't the point of interplanar travel. The Feywild isn't just a shinier place to fight on level monsters. It's a deep, impenetrable forest with shifting terrain and mighty fey lords that will have to be bargained with, not killed. The Shadowfell isn't just the local mall from Dawn of the Dead, where you can kill zombies half off. It's a plane of eternal gloom where you think you're safe by entering the city of Gloomwrought, only to find that the very streets are alive in a terrifying sense, the dead rise immediately unless powerful magics are in play, and the bay is deep and black as tar. </p><p></p><p>If you know that you're going to make balanced encounters, then the monsters themselves shouldn't really be the point of the adventure. Use them as a vehicle for storytelling and conflict resolution that your players just so happen to love.</p><p></p><p></p><p></p><p></p><p>Of course I know that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> But I also know that, in my experience, putting a campaign on hold tends to actually mean "We're ending it but don't want to admit it." And then it's always a little sad because the story just stopped with no real attempt at an ending. Turning everyone to stone at least gives some sort of end, and if you restart it, you have the PCs owing one NPC a debt, and some medusae a sword edge. Pre-made hooks.</p><p></p><p>Also, it was a strong post ending. I mean, come on.</p><p></p><p>Come on.</p></blockquote><p></p>
[QUOTE="Pentius, post: 5639822, member: 6676736"] Then you find yourself having to just a little bit careful when making rulings on the fly, which is the norm for rulings on the fly. I wouldn't call page 42 perfect, but it beats the pants off of any other improv advice I've seen. But my point wasn't to pimp page 42, but to promote making the fiction more than color, so terrain powers work. Except that the monsters aren't the point of interplanar travel. The Feywild isn't just a shinier place to fight on level monsters. It's a deep, impenetrable forest with shifting terrain and mighty fey lords that will have to be bargained with, not killed. The Shadowfell isn't just the local mall from Dawn of the Dead, where you can kill zombies half off. It's a plane of eternal gloom where you think you're safe by entering the city of Gloomwrought, only to find that the very streets are alive in a terrifying sense, the dead rise immediately unless powerful magics are in play, and the bay is deep and black as tar. If you know that you're going to make balanced encounters, then the monsters themselves shouldn't really be the point of the adventure. Use them as a vehicle for storytelling and conflict resolution that your players just so happen to love. Of course I know that :P But I also know that, in my experience, putting a campaign on hold tends to actually mean "We're ending it but don't want to admit it." And then it's always a little sad because the story just stopped with no real attempt at an ending. Turning everyone to stone at least gives some sort of end, and if you restart it, you have the PCs owing one NPC a debt, and some medusae a sword edge. Pre-made hooks. Also, it was a strong post ending. I mean, come on. Come on. [/QUOTE]
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What's so bad about 4th edition? What's so good about other systems?
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