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[WotC's recent insanity] I think I've Figured It Out
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<blockquote data-quote="MrMyth" data-source="post: 5418555" data-attributes="member: 61155"><p>I said it before, and I'll say it again - you can argue that 4E should have <em>more</em> emphasis on stuff outside of 'Fighting Encounters', but arguing that it <em>doesn't exist</em> is flat-out incorrect. We've got an Adventurer Vault with an entire section of items designed to decorate strongholds. We've got a skill challenge system designed to provide ways to handle all sorts of non-combat encounters, up to and including mass combat scenarios. We've got a DMG2 with lots of advice on running non-combat elements. We've got Epic Destinies which are absolutely a in-game goal for characters to aspire to, many of which include significant story-based elements. We even have some Paragon Paths along these lines, such as the Guildmaster Thief. </p><p> </p><p>Now, things that I would like to see? </p><p>-Some rules for Paragon level goals comparable to Epic Destinies, but smaller in scale. Stuff like the keeps and armies you've mentioned - we'll see how well the Dragon article on Strongholds pulls it off. Or a general refocusing of Paragon Paths to be more along these lines, rather than just generic elite dudes. </p><p>-Some options for PCs to have non-adventuring specialties, without having to undercut their adventuring skills to do so. We see bits and pieces of this in backgrounds and themes, and Player's Option: Champions of the Heroic Tier, is rumored to have stuff along these lines. Again, hopefully they can condense some of these elements into a solid unified system. </p><p> </p><p>What specific elements are you looking for? More detailed rules for henchmen? Titles?</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5418555, member: 61155"] I said it before, and I'll say it again - you can argue that 4E should have [I]more[/I] emphasis on stuff outside of 'Fighting Encounters', but arguing that it [I]doesn't exist[/I] is flat-out incorrect. We've got an Adventurer Vault with an entire section of items designed to decorate strongholds. We've got a skill challenge system designed to provide ways to handle all sorts of non-combat encounters, up to and including mass combat scenarios. We've got a DMG2 with lots of advice on running non-combat elements. We've got Epic Destinies which are absolutely a in-game goal for characters to aspire to, many of which include significant story-based elements. We even have some Paragon Paths along these lines, such as the Guildmaster Thief. Now, things that I would like to see? -Some rules for Paragon level goals comparable to Epic Destinies, but smaller in scale. Stuff like the keeps and armies you've mentioned - we'll see how well the Dragon article on Strongholds pulls it off. Or a general refocusing of Paragon Paths to be more along these lines, rather than just generic elite dudes. -Some options for PCs to have non-adventuring specialties, without having to undercut their adventuring skills to do so. We see bits and pieces of this in backgrounds and themes, and Player's Option: Champions of the Heroic Tier, is rumored to have stuff along these lines. Again, hopefully they can condense some of these elements into a solid unified system. What specific elements are you looking for? More detailed rules for henchmen? Titles? [/QUOTE]
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