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Why does 5E SUCK?
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<blockquote data-quote="Manbearcat" data-source="post: 6651391" data-attributes="member: 6696971"><p>[MENTION=48965]Imaro[/MENTION], [MENTION=5834]Celtavian[/MENTION] and [MENTION=6784868]Erechel[/MENTION]. I haven't been following in the last short bit but I just wanted to make sure that play procedures (concerning DCs) for 4e have clarity. Remember, noncombat conflict resolution in 4e is abstract and systemitized (as it is in most Story Now systems); the Skill Challenge. During Skill Challenges, you're going to have either 0, 1, 2, 3, or 4 hard DCs, contingent upon complexity 1 - 5, to deploy against the PCs. The best analog I can think of for this is the Doom Pool in MHRP. The GM deploys their pocketed hard DCs as is necessary to <strong>maximally escalate conflict</strong> or to <strong>promote dramatic momentum/pacing and climactic resolution (success or failure)</strong>. </p><p></p><p>Outside of that, you'll use either the medium (probably 75 % of the time) or the easy or hard DCs (the other 25 %) when the PC's action declaration involves stunting/improvising. The philosophy behind these DCs is basically<strong> genre logic</strong>.</p><p></p><p>Contrast with 5e where conflict resolution is not systemitized, task resolution is used to arbitrate higher resolution action declarations (and attendant outcomes), and the GM is directed to deploy DCs from a <strong>causal logic philosophy, using an "in-world perspective"</strong>.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6651391, member: 6696971"] [MENTION=48965]Imaro[/MENTION], [MENTION=5834]Celtavian[/MENTION] and [MENTION=6784868]Erechel[/MENTION]. I haven't been following in the last short bit but I just wanted to make sure that play procedures (concerning DCs) for 4e have clarity. Remember, noncombat conflict resolution in 4e is abstract and systemitized (as it is in most Story Now systems); the Skill Challenge. During Skill Challenges, you're going to have either 0, 1, 2, 3, or 4 hard DCs, contingent upon complexity 1 - 5, to deploy against the PCs. The best analog I can think of for this is the Doom Pool in MHRP. The GM deploys their pocketed hard DCs as is necessary to [B]maximally escalate conflict[/B] or to [B]promote dramatic momentum/pacing and climactic resolution (success or failure)[/B]. Outside of that, you'll use either the medium (probably 75 % of the time) or the easy or hard DCs (the other 25 %) when the PC's action declaration involves stunting/improvising. The philosophy behind these DCs is basically[B] genre logic[/B]. Contrast with 5e where conflict resolution is not systemitized, task resolution is used to arbitrate higher resolution action declarations (and attendant outcomes), and the GM is directed to deploy DCs from a [B]causal logic philosophy, using an "in-world perspective"[/B]. [/QUOTE]
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