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4E Fans Would You Play This?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7564689" data-attributes="member: 82106"><p>Well, I think of my own game as being something like a simplification of 4e. It isn't specifically intended to be drastically simpler, as I think 4e is actually pretty conceptually simple. I did 'fix' things that inhibited that simplicity though, like the divergence between ability, skill, and attack checks. I also in the process changed the engine in a few ways which also helps to simplify and sharpen its function without materially altering the basic mechanics. </p><p></p><p>I cut the number of levels from 30 to 20, but retained the 3-tier concept, this reduces the need for 'level filler' in the material. Classes could be said to work a bit more like a 'tree' concept, except I have explicitly eschewed the idea of outright dependencies. That is, things like powers are acquired, mostly, from the acquisition of boons, which is the leveling mechanism. Since dependencies don't strictly exist, most characters could in theory acquire almost any arbitrary power or mechanic. Each class has a very small core of reserved feature mechanics which provide role support. Beyond that there are generally obvious initial choices for level 1 builds, and higher level boons which are often pretty clear in terms of what they represent. However, heavy reflavoring and changing of 'embodiment' of boons is expected (IE in HoML items are simply boons, and thus effectively a part of class leveling, but any boon could be embodied as an item, or as training, imbuement, a grant, or as a manifestation). </p><p></p><p>There are no feats, boons can also cover this area. The end result is, you get one boon per level (gaining one is what results in leveling, so this is definitional) and each one could be akin to a 4e feat, or provide access to 1-3 new powers. Some could take on the character of PPs or EDs as well, though I have not really explored those concepts in any real depth in play.</p><p></p><p>Like your SWSE hack the result is a game where there are a LOT less added powers larded onto characters, even 20th level PCs only get 2/4/4 (10 slots, plus utilities which are not slotted). This is still a fair number, but given that there aren't additionally feats granting other stuff, 'built in' powers, nor 'slotless' powers acquired from items the end result is a vastly less burdensome game at high levels. Instead it is expected that powers and class features, as well as powers and narrative play, will interact strongly. The 'utility' concept is also extended so there are no limited slots, and covers 'practices' which are your ritual-type 'stuff' that isn't normally available in an action sequence (combat or similar turn-based action). </p><p></p><p>As I never got into SWSE I am not sure that, mechanically, this is closer to it than 4e, but I think there is a certain sense in which I've moved in that direction, with less 'stuff' in the game, but what is there has more 'meat' to it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7564689, member: 82106"] Well, I think of my own game as being something like a simplification of 4e. It isn't specifically intended to be drastically simpler, as I think 4e is actually pretty conceptually simple. I did 'fix' things that inhibited that simplicity though, like the divergence between ability, skill, and attack checks. I also in the process changed the engine in a few ways which also helps to simplify and sharpen its function without materially altering the basic mechanics. I cut the number of levels from 30 to 20, but retained the 3-tier concept, this reduces the need for 'level filler' in the material. Classes could be said to work a bit more like a 'tree' concept, except I have explicitly eschewed the idea of outright dependencies. That is, things like powers are acquired, mostly, from the acquisition of boons, which is the leveling mechanism. Since dependencies don't strictly exist, most characters could in theory acquire almost any arbitrary power or mechanic. Each class has a very small core of reserved feature mechanics which provide role support. Beyond that there are generally obvious initial choices for level 1 builds, and higher level boons which are often pretty clear in terms of what they represent. However, heavy reflavoring and changing of 'embodiment' of boons is expected (IE in HoML items are simply boons, and thus effectively a part of class leveling, but any boon could be embodied as an item, or as training, imbuement, a grant, or as a manifestation). There are no feats, boons can also cover this area. The end result is, you get one boon per level (gaining one is what results in leveling, so this is definitional) and each one could be akin to a 4e feat, or provide access to 1-3 new powers. Some could take on the character of PPs or EDs as well, though I have not really explored those concepts in any real depth in play. Like your SWSE hack the result is a game where there are a LOT less added powers larded onto characters, even 20th level PCs only get 2/4/4 (10 slots, plus utilities which are not slotted). This is still a fair number, but given that there aren't additionally feats granting other stuff, 'built in' powers, nor 'slotless' powers acquired from items the end result is a vastly less burdensome game at high levels. Instead it is expected that powers and class features, as well as powers and narrative play, will interact strongly. The 'utility' concept is also extended so there are no limited slots, and covers 'practices' which are your ritual-type 'stuff' that isn't normally available in an action sequence (combat or similar turn-based action). As I never got into SWSE I am not sure that, mechanically, this is closer to it than 4e, but I think there is a certain sense in which I've moved in that direction, with less 'stuff' in the game, but what is there has more 'meat' to it. [/QUOTE]
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