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Class Compendium: Heroes of Legend
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<blockquote data-quote="Scribble" data-source="post: 5351387" data-attributes="member: 23977"><p>I think the question to ask though when looking at changes and updates is how that update effects the viability of using a current thing in play.</p><p></p><p>For instance ok, so skill DCs changed- it doesn't cause someone to have to retroactively go back and "fix" their character to meet the new standards.</p><p></p><p>If you were more effective then anyone else at one skill for example, the same will be true after the switch. You'll still be the same level of more effective. </p><p></p><p>Same with treasure placement rules. Switching to the "new" rules mid play doesn't really effect a character already in play. </p><p></p><p>Same with the magic items- items didn't gain or loose power, just a keyword.</p><p> </p><p></p><p></p><p>It's not so much differences as effect on the current game. </p><p></p><p>When 3e changed to 3.5 a lot of the changes rippled throughout the game causing you to have to really change a lot of things.</p><p></p><p>Say for example the magic items needed to hit certain monsters...When 3.5 switched to needing types of items to get through DR- it meant a retroactive change to how a character was built and what items they had in order to function in combat.</p><p></p><p>Part of it is how the system is built as a whole:</p><p></p><p>3e felt more like it wanted everything to build off of everything else...</p><p></p><p>AKA a ranger was "the ranger." So when it was changed, and the 3.5 ranger came out, the rest of the game assumed the starting point would be the 3.5 ranger. Anything that was designed for the ranger took that as the starting point, so this meant a lot of things didn't fit right since they werre designed accounting for the 3e version.</p><p></p><p>4e has its base rules, and then the layered exceptions. Classes for the most part are layered exceptions... There might be multiple types of rangers, so adding a new one won't effect anything about the old one.</p><p></p><p>The powerrs are an ever further out layer. Changing a single power won't effect every ranger out there, only the one build that happens to choose that power.</p><p></p><p>There hasn't been a whole lot of big changes to the "base" system, so not a lot of effect has happened to the game as a whole. Most of it (in the errata) has happened to the "exceptions" which only effect the people using them, so the changes don't really have a huge impact.</p><p></p><p>I think this is why while in truth they have made a ton of changes and updates through errata and what not, it has less of an effect on the game, then a smaller number of changes in the old system would have.</p><p></p><p></p><p>It's the PiTA factor... IF making a change is a PiTA for the majority of players it would count more towards a .whatever update.</p><p></p><p>If not, it doesn't. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p></p><p></p><p>What am I missing that's such a dramatic change?</p></blockquote><p></p>
[QUOTE="Scribble, post: 5351387, member: 23977"] I think the question to ask though when looking at changes and updates is how that update effects the viability of using a current thing in play. For instance ok, so skill DCs changed- it doesn't cause someone to have to retroactively go back and "fix" their character to meet the new standards. If you were more effective then anyone else at one skill for example, the same will be true after the switch. You'll still be the same level of more effective. Same with treasure placement rules. Switching to the "new" rules mid play doesn't really effect a character already in play. Same with the magic items- items didn't gain or loose power, just a keyword. It's not so much differences as effect on the current game. When 3e changed to 3.5 a lot of the changes rippled throughout the game causing you to have to really change a lot of things. Say for example the magic items needed to hit certain monsters...When 3.5 switched to needing types of items to get through DR- it meant a retroactive change to how a character was built and what items they had in order to function in combat. Part of it is how the system is built as a whole: 3e felt more like it wanted everything to build off of everything else... AKA a ranger was "the ranger." So when it was changed, and the 3.5 ranger came out, the rest of the game assumed the starting point would be the 3.5 ranger. Anything that was designed for the ranger took that as the starting point, so this meant a lot of things didn't fit right since they werre designed accounting for the 3e version. 4e has its base rules, and then the layered exceptions. Classes for the most part are layered exceptions... There might be multiple types of rangers, so adding a new one won't effect anything about the old one. The powerrs are an ever further out layer. Changing a single power won't effect every ranger out there, only the one build that happens to choose that power. There hasn't been a whole lot of big changes to the "base" system, so not a lot of effect has happened to the game as a whole. Most of it (in the errata) has happened to the "exceptions" which only effect the people using them, so the changes don't really have a huge impact. I think this is why while in truth they have made a ton of changes and updates through errata and what not, it has less of an effect on the game, then a smaller number of changes in the old system would have. It's the PiTA factor... IF making a change is a PiTA for the majority of players it would count more towards a .whatever update. If not, it doesn't. :P What am I missing that's such a dramatic change? [/QUOTE]
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