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What should 4e steal from 13th Age?
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<blockquote data-quote="MoutonRustique" data-source="post: 6259045" data-attributes="member: 22362"><p>There are beautiful tools in there to facilitate <em>theater of the mind.</em> Which 4e is sorely lacking in it's "sales pitch".</p><p></p><p>It would be very easy - and in many situations of good and proper use - to pilfer the "engaged/near/far" distances to facilitate TotM; as well as the "affects 1d3 targets" of AoE.</p><p></p><p>It's an easier port to 4e than many could think - while 4e <em>does</em> have a great deal of strategic placement and effects that rely on them, in truth (IMO) many can be handwoven in. The perfect example would be <em>combat advantage</em>: one could argue that rogues have a vested interest in specific placement, but in effect, there are <em>so Asmodeus-damned different ways to get CA</em> that there is no purpose in being stingy with it.</p><p></p><p>A non friendly AoE is also easy to adjucate: simply assign a "primary target" for the spell, treat adjacent foes and all engaged allies as potential targets and determine randomly who gets struck by die roll - I'm a fan of having a d8 be rolled for every potential target and all those with the 2 lowest valued rolls are affected. It's easy, it's fast and it usually means 2 targets affected, sometimes 3 and rarely 4.</p><p></p><p>Friendly AoE can use the same mechanic; friendly targets simply don't have to roll.</p><p></p><p>As an option, the "primary target" is either automatically a target or suffers a -2 on his roll (in the former case, the additional targets are those with the lowest valued roll - assuming you want the ~2-3 targets of 13th Age. For a different tactical approach, you could also have each "engaged group" be a target - this could make "one on ones" a very important tactical choice as AoE characters would pummel grouped foes.)</p><p></p><p>For the above, note that I believe there are no right/wrong answers, only different effects on tactical decisions - and the in-world consequences that follow them with regards to npc decision making processes.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6259045, member: 22362"] There are beautiful tools in there to facilitate [I]theater of the mind.[/I] Which 4e is sorely lacking in it's "sales pitch". It would be very easy - and in many situations of good and proper use - to pilfer the "engaged/near/far" distances to facilitate TotM; as well as the "affects 1d3 targets" of AoE. It's an easier port to 4e than many could think - while 4e [I]does[/I] have a great deal of strategic placement and effects that rely on them, in truth (IMO) many can be handwoven in. The perfect example would be [I]combat advantage[/I]: one could argue that rogues have a vested interest in specific placement, but in effect, there are [I]so Asmodeus-damned different ways to get CA[/I] that there is no purpose in being stingy with it. A non friendly AoE is also easy to adjucate: simply assign a "primary target" for the spell, treat adjacent foes and all engaged allies as potential targets and determine randomly who gets struck by die roll - I'm a fan of having a d8 be rolled for every potential target and all those with the 2 lowest valued rolls are affected. It's easy, it's fast and it usually means 2 targets affected, sometimes 3 and rarely 4. Friendly AoE can use the same mechanic; friendly targets simply don't have to roll. As an option, the "primary target" is either automatically a target or suffers a -2 on his roll (in the former case, the additional targets are those with the lowest valued roll - assuming you want the ~2-3 targets of 13th Age. For a different tactical approach, you could also have each "engaged group" be a target - this could make "one on ones" a very important tactical choice as AoE characters would pummel grouped foes.) For the above, note that I believe there are no right/wrong answers, only different effects on tactical decisions - and the in-world consequences that follow them with regards to npc decision making processes. [/QUOTE]
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