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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 7345538" data-attributes="member: 1165"><p>I prefer to set XP to campaign events. You get XP for collecting that loot, killing that enemy general, etc, regardless if you did so stealthily or murderously. This means the adventure isn't always about getting loot (so getting loot wouldn't be worth XP in that particular adventure) whereas another adventure might involve looting a specific lost treasure horde (so you wouldn't get XP for killing monsters).</p><p></p><p></p><p></p><p>I don't think this is very compatible with 4e. Especially the Elf class. That's not a clear role.</p><p></p><p></p><p></p><p>I think you would have to use the older D&D rules with some numbers filed off <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>I don't think this is compatible with 4e. Gamma World 7e (basically 4e-lite) sort of did this, but it was more like randomly rolling a starting class, then being assigned appropriate main stats for that class.</p><p></p><p></p><p></p><p>I'd stick with 4e's defenses. I didn't find rules for, say, saving against a Staff of Death to be intuitive. First you have to figure out which save category (too many of them, and sometimes they overlapped!) by looking at the chart, which you update every level based on some obscure formula. Sometimes stats applied, sometimes they didn't. Did you want high-level fighters to laugh at magic, or did you want wizards to get more powerful with level? Both? (4e does both. 3e only really did the more powerful wizard, to it's detriment. But 2e and earlier did the first, which does not mesh with 4e's "everything tries to be balanced" system.)</p><p></p><p></p><p></p><p>4e didn't make alignment a big part of the game, which I'm thankful for. I never played a version of D&D older than 2e, so at least there wasn't any CE vs CN nonsense to put up with <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>But I think alignment languages are terrible. You could change your alignment, and then forget how to speak Lawful?</p><p></p><p></p><p></p><p>It's a way of making fighters unique. A fighter who uses a lighter weapon should be getting a better weapon speed (if you're using that rule). In 4e weapons were balanced in other ways, generally by proficiency and crit potential.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 7345538, member: 1165"] I prefer to set XP to campaign events. You get XP for collecting that loot, killing that enemy general, etc, regardless if you did so stealthily or murderously. This means the adventure isn't always about getting loot (so getting loot wouldn't be worth XP in that particular adventure) whereas another adventure might involve looting a specific lost treasure horde (so you wouldn't get XP for killing monsters). I don't think this is very compatible with 4e. Especially the Elf class. That's not a clear role. I think you would have to use the older D&D rules with some numbers filed off :) I don't think this is compatible with 4e. Gamma World 7e (basically 4e-lite) sort of did this, but it was more like randomly rolling a starting class, then being assigned appropriate main stats for that class. I'd stick with 4e's defenses. I didn't find rules for, say, saving against a Staff of Death to be intuitive. First you have to figure out which save category (too many of them, and sometimes they overlapped!) by looking at the chart, which you update every level based on some obscure formula. Sometimes stats applied, sometimes they didn't. Did you want high-level fighters to laugh at magic, or did you want wizards to get more powerful with level? Both? (4e does both. 3e only really did the more powerful wizard, to it's detriment. But 2e and earlier did the first, which does not mesh with 4e's "everything tries to be balanced" system.) 4e didn't make alignment a big part of the game, which I'm thankful for. I never played a version of D&D older than 2e, so at least there wasn't any CE vs CN nonsense to put up with :) But I think alignment languages are terrible. You could change your alignment, and then forget how to speak Lawful? It's a way of making fighters unique. A fighter who uses a lighter weapon should be getting a better weapon speed (if you're using that rule). In 4e weapons were balanced in other ways, generally by proficiency and crit potential. [/QUOTE]
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