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Switch to Forum Live View D&D 4E and That Old School Feel
5 years ago  ::  Nov 20, 2008 - 8:31AM #21
Samyueru
Date Joined: Jun 21, 2006
Posts: 2,265

enlightened wrote:

It doesn't need to be an opposed roll. In BD&D, Move Silently and Hide in Shadows weren't opposed rolls.


Then it would involve a complete rewrite of the Stealth rules. I guess it's doable, but since someone can undo your +18 stealth roll by saying "I look at the tree", it seems a little silly to train in it at all.

This is a part of the "player skill vs. character abilities" thing that the Old School Primer on Gaming was talking about. Whether it is good or bad is beside the point. Doing it this way would be more "old school" (i.e. that's the way it was done before).


These rolls also allow people whose abilities are not up to that of their character (you are not likely to be a charasmatic as a character with Cha 25) still play out their little roleplay session, and be rewarded for it.

Also, this makes scaling challenges a lot harder to do, and considering the Skill Challenge system in 4th edition. Well, let's just say it would need a rewrite. It needs a rewrite anyway...


In Old School style gaming, there is no such thing as "you should get".


Except with 4th edition, wealth is tied to how many magical items you can afford. Since a level 1 magic item costs 300 GP (I think) then giving level 1 characters 1000GP in that level gives them 1 more item than they should have.


I understand what you are saying, but these are all very "modern" ways of looking at it. The point of the thread is to create that old school feeling. What you're saying doesn't create it.


Balance is not a modern idea. In a system built around balance, one can not simply brush it aside, and expect it to not have effects later on. I guess if you let everyone do crazy stuff, including the monsters, balance could be maintained, but it would require everyone to be on board and everyone to attempt it.

If you're trying to do old-school you wouldn't go by rules like that.


4th edition is set up to deal with characters of a certain power level. If they don't have the proper stat sets, they're either too strong, or too weak, and will crush, or be crushed, by any encounters you throw at them of their level, or their level + 1. Obviouslty, the reaction here is simply to increase the level of the monsters they're fighting, but then they level quicker.

If anything I say is wrong, clueless or spelt incorrectly, it is because, I am, in general, wrong, clueless and... Well, I'm usually spelt correctly.
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5 years ago  ::  Nov 20, 2008 - 8:51AM #22
Rant_Casey
Date Joined: Jul 17, 2008
Posts: 1,190
I, personally, feel the 'old school feel' is to be avoided, if it's synonymous with a lack of social skills, getting rid of the charisma based skills and insight. That's old school game design, true... and it's bad game design. Mechanically, the characters exist only as combat machines, and all interactions comes down to nothing but GM fiat, with no mechanical decision-making whatsoever. Bad stuff.

Also, it seriously cripples the charisma stat, and many characters who rely on it.
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5 years ago  ::  Nov 20, 2008 - 8:54AM #23
Vaalingrade
Date Joined: Jan 16, 2003
Posts: 5,539
Give half the players a green lantern ring. Give the rest point sticks. Then break the sticks.

If someone roleplays [s]in a way you don't agree with wrong, make thier character useless, then punch them in the face over and over at unexpected times.
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5 years ago  ::  Nov 20, 2008 - 12:16PM #24
enlightened
Date Joined: Jul 23, 2006
Posts: 412
I find it interesting that some people feel that 4E already has an Old School feel while others feel that doing Old School in 4E would be impossible.

At any rate, people are starting to express their opinions about whether Old School is good or not and that is not the point of the thread (re-read the OP). The only thing that lies that way is an edition war and a lock.

And comments like:

A: How can I [ -insert idea-]?

B: You shouldn't want to do that.

...amount to little more than a thread crap.


I just woke up, so please pardon me if my post is a bit cranky.
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5 years ago  ::  Nov 20, 2008 - 12:28PM #25
Vaalingrade
Date Joined: Jan 16, 2003
Posts: 5,539
You do realize that it's not possible to change one edition to the 'feel' of another without comparing them right?

Right?

I'm assumign you know this because of your screen name.
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The Descendants-- the webserial that reads like a comic book!
World of Ere-- A campaign setting that puts style to the fore.
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5 years ago  ::  Nov 20, 2008 - 12:38PM #26
enlightened
Date Joined: Jul 23, 2006
Posts: 412

Vaalingrade Ashland wrote:

You do realize that it's not possible to change one edition to the 'feel' of another without comparing them right?

Right?

I'm assumign you know this because of your screen name.


What I was wondering about (and the point of the thread) was what would need to be changed to achieve tht feel of old school for better or for worse.

I never commented that old school was better (seriously, I choose my words carefully so as not to show opinion about good or bad). That's the kind of comparing that turns into an edition war. Comparing to find out what needs to change to emulate it without judging whether that is a good or bad thing is different, I feel.

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5 years ago  ::  Nov 20, 2008 - 12:45PM #27
Exposed_Wires
Date Joined: Sep 30, 2007
Posts: 2,193

enlightened wrote:

What I was wondering about (and the point of the thread) was what would need to be changed to achieve tht feel of old school for better or for worse.


The dynamic. You would have to change the dynamic.

You're looking for a mechanical difference, which isn't going to get you far. All you would have to do is push all the power into the DM's hands and switch to reactive gaming. That means not letting your players choose their own destiny and have their characters evolve emotionally. It means throwing the players into a dungeon that doesn't need to make sense. It just has to inspire fear in your players as they will because weary and cautious of everything they see.

Attempt to kill them at every turn and make dying incredibly easy. That wouldn't require any mechanical changes because often times there wasn't even a roll to see if you lived. It was a, "Oh, you touched that? You just got sucked into a plane of pure feminism for all eternity. Roll a new character."

Lots of character rerolling. It doesn't need to have a terrible connotation because the game revolves less around characters and more about dungeons with blue doors and magical mounds of gold that eat you when you try to collect it. When that's the attitude, losing a character doesn't matter so much. You're just there to enjoy the game and defeat the dungeon.

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5 years ago  ::  Nov 20, 2008 - 12:47PM #28
Vaalingrade
Date Joined: Jan 16, 2003
Posts: 5,539
Honestly, you're not going to get completely objective responses on this.

You either don't care, or you have a romanticized view where the game was all about danger and matching wits with the DM OR you have a cynical view where it was Nintendo Hard and depending on an arbitrary and obstinate DM.

Only the last two are going to participate in this thread and so you're going to get responses colored that way. And when people see other people's changes, they're going to respond. It's just how it goes.
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World of Ere-- A campaign setting that puts style to the fore.
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5 years ago  ::  Nov 20, 2008 - 12:59PM #29
enlightened
Date Joined: Jul 23, 2006
Posts: 412

Vaalingrade Ashland wrote:

Honestly, you're not going to get completely objective responses on this.

You either don't care, or you have a romanticized view where the game was all about danger and matching wits with the DM OR you have a cynical view where it was Nintendo Hard and depending on an arbitrary and obstinate DM.

Only the last two are going to participate in this thread and so you're going to get responses colored that way. And when people see other people's changes, they're going to respond. It's just how it goes.


I think you're exactly right on all these points.

For the record, the definition I, personally, was using for Old School is what is described in the Primer for Old School Gaming linked in the OP. And it doesn't mention anything about the DM killing the PCs frequently, so it wasn't part of my image of Old School.

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5 years ago  ::  Nov 20, 2008 - 1:01PM #30
Batshido
Date Joined: Nov 4, 2006
Posts: 5,419

enlightened wrote:

I find it interesting that some people feel that 4E already has an Old School feel while others feel that doing Old School in 4E would be impossible.


The reason that some of us think 4E feels "old school" is because playing it feels like it used to, back in the rose-colored past. 4E feels like a homecoming, even though it's very different than previous editions. I get a sense of wonder and excitement from it that I haven't had since I started with 2E, not because of any sort of mechanical similarities but because it conjures those types of images in my minds eye and gives me the same feelings of discovery and adventure I had back then. I'm sure a lot of others feel the same way.

"Old School" is almost impossible to quantify, and usually not worth the effort if you can actually pull it off. 4E gives me the good parts of those old feelings, though, which is why I play it.

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