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4E and "Old School Gaming" (and why they aren't mutually exclusive"
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<blockquote data-quote="Phaezen" data-source="post: 4533022" data-attributes="member: 42839"><p>There is no second wind, possibly increase the nuber of healings a leader can do during an encounter, and done.</p><p></p><p>Alternatively, increase pc hitpoints by 25% and have healing surges only do 20% of your new total.</p><p></p><p></p><p>Powers system is built into 4e, this can't be done so easily. What exactly is the 4e rogue missing in your opinion? His skills allow him to do anything a 1e or becm thief could do. He can also customise hiss skill selection to do different things.</p><p></p><p></p><p>A class in 4e defines your combat abilities, as far as I have seen in previous editions (I have played BECM, 2nd Ed and 3.x) this has always been the case . Your out of combat abilities are defined by skills, some of the feats and how you play your character. Again, not wanting to be dismissive of your point, but explain what exactly your point is, how should the class define itself outside of combat? </p><p></p><p></p><p>I am not too sure how 1 healing surge during combat reads as the fighter thinking about healing. Usualy my fighters in previous editions are thinking about healing all the time, positioning close enough to the cleric, have potions accesable in bandoleers etc.</p><p></p><p></p><p>Once again, clerics in my experience, at least before 3.x, have generally always been in the thick of things. Good armour and needing to be close to the fighters mean't that you had to be mixing it up with the monsters in most cases. If you don't want to be up close and personal, concentrate on the ranged powers, and pack some throwing weapons.</p><p></p><p></p><p>I combat, direct damage is what the 4e wizard does, but a lot his spells also alter the battlefield with zones, ongoing effects etc. Be creative with your spell use. For out of combat, there is a growing list of rituals to use, the long casting time and cost means you wont arbitrarily be stepping in other character niches when it comes to skill use. </p><p></p><p></p><p>Rituals, skill challenges and DM fiat. You want your fighter to be a smith, speak to your dm and agree on how to go about it. BEfore 2e there weren't rules for this either. As for crafting magical items, there is a ritual you can use, and if you really want to go old school on this, roleplay looking for rare ingrediants and formulas.</p><p></p><p></p><p>Awesome, then do it. Your character wants to build a keep? Speek to the dm about costs and start doing it. All those gems and art you find in your adventures? Don't sell them. If you want your character to invest in merchant cartels, do so. This is where the roleplaying comes into the game. </p><p></p><p></p><p>At the end of the day, play the system you want to play, no-one is going to stop you from doing it. If you want to import something from a previous (or more current) system, discuss with the other people in your group and houserule. The rules in D&D are not fixed and governed by a world body with penalties imposed if you break them. Do what works for your group and for the campaign you are playing.</p><p></p><p>Phaezen</p></blockquote><p></p>
[QUOTE="Phaezen, post: 4533022, member: 42839"] There is no second wind, possibly increase the nuber of healings a leader can do during an encounter, and done. Alternatively, increase pc hitpoints by 25% and have healing surges only do 20% of your new total. Powers system is built into 4e, this can't be done so easily. What exactly is the 4e rogue missing in your opinion? His skills allow him to do anything a 1e or becm thief could do. He can also customise hiss skill selection to do different things. A class in 4e defines your combat abilities, as far as I have seen in previous editions (I have played BECM, 2nd Ed and 3.x) this has always been the case . Your out of combat abilities are defined by skills, some of the feats and how you play your character. Again, not wanting to be dismissive of your point, but explain what exactly your point is, how should the class define itself outside of combat? I am not too sure how 1 healing surge during combat reads as the fighter thinking about healing. Usualy my fighters in previous editions are thinking about healing all the time, positioning close enough to the cleric, have potions accesable in bandoleers etc. Once again, clerics in my experience, at least before 3.x, have generally always been in the thick of things. Good armour and needing to be close to the fighters mean't that you had to be mixing it up with the monsters in most cases. If you don't want to be up close and personal, concentrate on the ranged powers, and pack some throwing weapons. I combat, direct damage is what the 4e wizard does, but a lot his spells also alter the battlefield with zones, ongoing effects etc. Be creative with your spell use. For out of combat, there is a growing list of rituals to use, the long casting time and cost means you wont arbitrarily be stepping in other character niches when it comes to skill use. Rituals, skill challenges and DM fiat. You want your fighter to be a smith, speak to your dm and agree on how to go about it. BEfore 2e there weren't rules for this either. As for crafting magical items, there is a ritual you can use, and if you really want to go old school on this, roleplay looking for rare ingrediants and formulas. Awesome, then do it. Your character wants to build a keep? Speek to the dm about costs and start doing it. All those gems and art you find in your adventures? Don't sell them. If you want your character to invest in merchant cartels, do so. This is where the roleplaying comes into the game. At the end of the day, play the system you want to play, no-one is going to stop you from doing it. If you want to import something from a previous (or more current) system, discuss with the other people in your group and houserule. The rules in D&D are not fixed and governed by a world body with penalties imposed if you break them. Do what works for your group and for the campaign you are playing. Phaezen [/QUOTE]
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