When is the time to deliver a death to a player character or slap a heavy punishment like dismembered limb, slavery, or anything?
At character creation. Assert your dominance early.
When they fail in a deadly encounter. to have opertunity there must be danger, or crisis.
https://youtube.com/watch?v=FRQNcFcyF1c
And when they piss you off.
Also randomly, just to keep them on their toes.
Now this is a really cool setting and theme to play around! Whenevr I run another 4e campaign, I will probably use this one!
Its a very open sandbox.
The only real weakpoint of the module I discovered as written there is sometimes rather weak incentive for the party to continue to venure into the ruins of Gardmore and engage some of the factions, and in some events very poor progression down the quest chain.
I've only run it twice, and the last time the way the party progressed through all the main storylines in basically round-robin. So instead of completing one and getting hints about needing to complete the others, they would be completing one, and just due to how they decided to progress the module stumble smack into a hook for another storyline's advancement. And players being players.... "Oh shiny! Lets chase that!".
So there were a couple of moments where all the progression hook locatiosn were deep into the Abbey - and worse, in places they had already visited but at the time had nothing going on - but the party was back in he start location. fortunately they were interested in playing Dungeons and Dragons and not Obstinate Shitty Munchkins.
But you might want to at least have something in your back pocket to herd the party back into the ruined Abbey.
I get what you are saying, but personally I appreciate it. I think it helps alot having a separation of game rules with game lore and rp. It helps when you separate the more rules of the system in a more clinical format to help with adjusting the combat and the likes of it. I guess it helps I play alot of TCG games, where keywords are a god send.
I think the word I was looking for was 'restrictiveness'. Which also might be stucking out in my mind a bit more because they last 4e campaign I ran had a bunch of PF1e grogs and every session for like 2 years I had to explain base shit like "no, that doesn't work in 4e, this isn't PF. Standing up just consumes a full move action, it doesn't provoke AoO", "No you can't just grapple the mage and have them not cast. If you'd have asked about your clever plan I'd have warned you. Its far too fucking late now." so I had to be very anal on RAW or they got pissy if I let something slide to keep play moving and then would be all "but last time you...".
I didn't have any of that issue with the other 4e games I ran.
I very much prefer the exactness and its "Only one bonus per source" to the end result of munchkinning that 3.5/PF permits, and I prefer when they they expose it to the player/make it a part of the system as opposed to the quiet keywording they do for 5e.
Part of the issue I think is also 4e choses some
inopportune keywords due to their struggle to maintain a level of backwards compatibility with earlier D&D systems.
But despite the rigidity of the subsystem it still is very much a shut up and play mindset in the design. You can counter enemy abilities but you can't hard-lock them. And they have a hard time hard-locking you back.
Also you mentioning the CCG game experience making you enjoy the very exacting rules makes sense and now makes me wonder if instead of BX and 5e if I shouldn't have tried 4e at the card shop.
the more I hear about 3.5 people, the more I sense they are a little too fixated with their pet RPG system.
If you think 3.5 holdouts are bad, PF1e holdouts are even worse in my experience.
3.5 people just don't seem to want to learn another system because 3.5 is what they've played for 20 years, PF1e hold outs don't want to learn another system because they learned all the 'cheat codes' and don't want to play a system where they can't use their favorite Konami code to be overpowered.
They also really hate 4e because they can't just select Wizard or Sorcerer and break the game.
But as that's what I cut my teeth on, I have a very big soft spot for 3.5 and I'll say part of the appeal of the system is how flexible and open it is. the 3.5 d20 system can really model just about anything. (now, how WELL it models that is another question....)
For me, I really like running B/X now but the system is too abstract/too narrative in places. I also really like 4e but it can sometimes be a little too algorithmic. 3.5 sits in a good middle between the two. but there is so much else that is broken about the system re: skill point autism that is technically fixable but by the time you've fixed it you've nearly made a whole new system.
5e has never clicked with me. I actually steal a lot from it a fair bit (Advantage, Fear) but something about the way they put it together I just didn't like and felt like there was another system that would run the sort of game I wanted to run better.
I never actually put too much thought into that before but i didnt hate 4e
I didn't liked it but it didnt caused the anger and annoyance that 5e cased.
Like 4e tried to do its own thing in a way and i could respect that even if i didnt cared for it.
5e felt like skinwalker of 3.5 that also thinks you are a retard who cant add 4 to a number.
Mad soyjak: Character Options
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