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4E Hack: "Fiction First" Playtest
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<blockquote data-quote="Natespank" data-source="post: 5490101" data-attributes="member: 6669684"><p>love to read it.</p><p></p><p>May I attempt to analyze your hack in a few ways, and you can correct me as I go?</p><p></p><p>1- biggest reward system is social and regards investment into the setting (settlements) and payoffs to the PC. The rules for settlements arose for that purpose, as did a few other rules.</p><p>2- reducing healing surge regain to 1/full day's rest encourages PCs to travel strategically. The lack of treasure on wandering monsters makes combat undesirable therefore- the PCs need to sneak around and pick their fights to avoid from becoming "spent." Adds a layer of gameplay.</p><p>3- Requiring role playing in the regeneration of dailies integrates the PC into the setting. 2&3 together force the otherwise mighty PCs to rely on the towns- a symbiotic relationship.</p><p>4- Replacing skills with backgrounds implies character background- therefore, it's nearly impossible to create and play a character without him/her having a history and personality.</p><p>5- Random character generation makes skill in-game >>> skill in character building/shopping.</p><p>6- Random encounters/terrain makes it run more as a game with a functioning engine. Ideally, this "engine" would be sufficient to run the game with only the help of the DM. Also ensures the DM's neutrality and fairness.</p><p>7- Full world encourages exploration and problem solving.</p><p>8- Dieties given roles in the world- thus, another useless game feature is transformed into a game feature that affects gameplay. Ie, that jerk filling up dungeons, or priests not cooperating across domains.</p><p></p><p>Did I hit the main points? Wrong? Anything significant I missed?</p></blockquote><p></p>
[QUOTE="Natespank, post: 5490101, member: 6669684"] love to read it. May I attempt to analyze your hack in a few ways, and you can correct me as I go? 1- biggest reward system is social and regards investment into the setting (settlements) and payoffs to the PC. The rules for settlements arose for that purpose, as did a few other rules. 2- reducing healing surge regain to 1/full day's rest encourages PCs to travel strategically. The lack of treasure on wandering monsters makes combat undesirable therefore- the PCs need to sneak around and pick their fights to avoid from becoming "spent." Adds a layer of gameplay. 3- Requiring role playing in the regeneration of dailies integrates the PC into the setting. 2&3 together force the otherwise mighty PCs to rely on the towns- a symbiotic relationship. 4- Replacing skills with backgrounds implies character background- therefore, it's nearly impossible to create and play a character without him/her having a history and personality. 5- Random character generation makes skill in-game >>> skill in character building/shopping. 6- Random encounters/terrain makes it run more as a game with a functioning engine. Ideally, this "engine" would be sufficient to run the game with only the help of the DM. Also ensures the DM's neutrality and fairness. 7- Full world encourages exploration and problem solving. 8- Dieties given roles in the world- thus, another useless game feature is transformed into a game feature that affects gameplay. Ie, that jerk filling up dungeons, or priests not cooperating across domains. Did I hit the main points? Wrong? Anything significant I missed? [/QUOTE]
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