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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4495897" data-attributes="member: 58907"><p>A question posed I realized I should answer concerns the setting differences between the 3.5 Amethyst and the 4.0 Amethyst. Would there be any? Should there be any? The answer is yes on both accounts. The follow-up question could be what but the important question that should be asked is why. The answer is that we had to make certain sacrifices with the old system to accommodate the rules. This may sound weird considering the limitations of the GSL. Here’s how our logic works:</p><p></p><p> Our old 3.5 system required the ownership of the 3.5 core books or an understanding of the OGL rules. We had planned with our next edition to completely reprint the OGL and make significant changes to it in order to accommodate our ideas. We were going to redo all the spells, remove base attack bonus, and create about 40 new monsters. So you can understand that moving to the 4.0 saved us quite bit of trouble while also allowing us to maintain our vision. Amethyst was intended to be mediocre in magic power and despite the spell names and descriptions in 4.0, are not unbalanced compared to martial classes. A base class can’t cast a wish or a true resurrection. With rituals, we can remove what we don’t like them and not break anything. We could add and remove elements and not modify what was in place.</p><p></p><p> So what are the actual fluff differences between 3.5 and 4.0? The old game removed all the races and replaced them, so that hasn’t changed. What was added were clarifications on certain issues with races. The rules now reflect their true form and most were heavily modified. Narros are no longer redressed dwarves and laudenians are now no longer useless. Damaskans, though the de facto elves of the setting, carry over none of the abilities of the 4.0 elf. They are closer now to what they were originally intended. </p><p></p><p> We never added fluff to classes so that hasn’t changed. Lifepaths are a different story. These replace “class focus” while also offering significantly new setting background. While Custodians come from the old book, most others are brand new and offer expanded fluff on the various roles characters can play. It dives deeper into certain nations and cultures. The same goes for paragon paths. Instead of only a handful, we have over a dozen, all of which are setting specific. Where before we had Urmage and Janoahn Knight, now we also have Order of Abraham, Crimson Leaf, Scholar Warden, Koana Academic, and Mutaharrik Captain. Epic destinies are also setting specific and include Foundation Mage and Lord of a Free House. Techan classes are no longer redresses from D20 modern and were built from the ground up.</p><p></p><p> I always had an issue allowing clerics in the setting and now we have been able to remove them (as always needing a cleric is not mandatory anymore) and replace them with supernatural lifepaths like Incarnate and Vivicator. Foundation spells, once a patch to allow high level spells, can finally now become the rare artifacts they were intended to be (well…not actual artifacts, we call them relics…legalese). </p><p> </p><p> Probably the biggest change was the removal of classic D & D monsters being replaced with our own. This is where how I mentioned the GSL helped us comes into play. If we could alter entries, we very well might have kept kobolds and goblins in the game, though they never actually matched our ideas of how we wanted them presented. We would have to modify their history, their lore, and their stats. Now we can throw them out of the setting, introduce our Puggs and Boggs, and separate the setting even more from classic Dungeons & Dragons. We don’t have to redress a Blue dragon and call it a Cancer dragon. We can now make it how we wanted it. </p><p></p><p> In the end, as I mentioned once before, where the 3.5 Amethyst was at about 80% of the canon setting, 4.0 is closer to 95%. It isn’t perfect. We do somewhat ignore how flamboyant certain attack powers get because they are kept within the confines of the encounter. We also allow most monsters from the D & D monster manual even though the majority of them would never be seen. Like I said before, there are two Amethyst: Mine and Yours.</p><p></p><p> Finally, there are the big secrets. The 3.5 core Amethyst does reveal more than the 4.0 version. So for those who have read the old book, I will warn you and say more changes were made beyond what is presented in the first 4.0 book, Foundation. We only touch upon the demons/Shemjaza. Expect a few changes with them. The same can be said about the Saints, which are getting nearly a total facelift in culture and history, though they will not be introduced until a later book.</p><p></p><p> Here’s something interesting...Shotguns</p><p></p><p> <strong>Shotgun:</strong> Shotguns impact with tremendous force at close range but this stopping power diminishes rapidly. They are fairly distinct and few models are on the market. </p><p> <strong>Critical:</strong> On a critical hit, the target is knocked prone.</p><p> <strong>Special: </strong> Shotguns do +3 damage if fired at 2 squares or closer. </p><p><strong><u>Weapon Prof. Damage Range Price Weight Clip Cell Level TL </u></strong></p><p>Shotgun +2 1d10 10/20 40 10 lb. 6 -- 1 0</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4495897, member: 58907"] A question posed I realized I should answer concerns the setting differences between the 3.5 Amethyst and the 4.0 Amethyst. Would there be any? Should there be any? The answer is yes on both accounts. The follow-up question could be what but the important question that should be asked is why. The answer is that we had to make certain sacrifices with the old system to accommodate the rules. This may sound weird considering the limitations of the GSL. Here’s how our logic works: Our old 3.5 system required the ownership of the 3.5 core books or an understanding of the OGL rules. We had planned with our next edition to completely reprint the OGL and make significant changes to it in order to accommodate our ideas. We were going to redo all the spells, remove base attack bonus, and create about 40 new monsters. So you can understand that moving to the 4.0 saved us quite bit of trouble while also allowing us to maintain our vision. Amethyst was intended to be mediocre in magic power and despite the spell names and descriptions in 4.0, are not unbalanced compared to martial classes. A base class can’t cast a wish or a true resurrection. With rituals, we can remove what we don’t like them and not break anything. We could add and remove elements and not modify what was in place. So what are the actual fluff differences between 3.5 and 4.0? The old game removed all the races and replaced them, so that hasn’t changed. What was added were clarifications on certain issues with races. The rules now reflect their true form and most were heavily modified. Narros are no longer redressed dwarves and laudenians are now no longer useless. Damaskans, though the de facto elves of the setting, carry over none of the abilities of the 4.0 elf. They are closer now to what they were originally intended. We never added fluff to classes so that hasn’t changed. Lifepaths are a different story. These replace “class focus” while also offering significantly new setting background. While Custodians come from the old book, most others are brand new and offer expanded fluff on the various roles characters can play. It dives deeper into certain nations and cultures. The same goes for paragon paths. Instead of only a handful, we have over a dozen, all of which are setting specific. Where before we had Urmage and Janoahn Knight, now we also have Order of Abraham, Crimson Leaf, Scholar Warden, Koana Academic, and Mutaharrik Captain. Epic destinies are also setting specific and include Foundation Mage and Lord of a Free House. Techan classes are no longer redresses from D20 modern and were built from the ground up. I always had an issue allowing clerics in the setting and now we have been able to remove them (as always needing a cleric is not mandatory anymore) and replace them with supernatural lifepaths like Incarnate and Vivicator. Foundation spells, once a patch to allow high level spells, can finally now become the rare artifacts they were intended to be (well…not actual artifacts, we call them relics…legalese). Probably the biggest change was the removal of classic D & D monsters being replaced with our own. This is where how I mentioned the GSL helped us comes into play. If we could alter entries, we very well might have kept kobolds and goblins in the game, though they never actually matched our ideas of how we wanted them presented. We would have to modify their history, their lore, and their stats. Now we can throw them out of the setting, introduce our Puggs and Boggs, and separate the setting even more from classic Dungeons & Dragons. We don’t have to redress a Blue dragon and call it a Cancer dragon. We can now make it how we wanted it. In the end, as I mentioned once before, where the 3.5 Amethyst was at about 80% of the canon setting, 4.0 is closer to 95%. It isn’t perfect. We do somewhat ignore how flamboyant certain attack powers get because they are kept within the confines of the encounter. We also allow most monsters from the D & D monster manual even though the majority of them would never be seen. Like I said before, there are two Amethyst: Mine and Yours. Finally, there are the big secrets. The 3.5 core Amethyst does reveal more than the 4.0 version. So for those who have read the old book, I will warn you and say more changes were made beyond what is presented in the first 4.0 book, Foundation. We only touch upon the demons/Shemjaza. Expect a few changes with them. The same can be said about the Saints, which are getting nearly a total facelift in culture and history, though they will not be introduced until a later book. Here’s something interesting...Shotguns [B]Shotgun:[/B] Shotguns impact with tremendous force at close range but this stopping power diminishes rapidly. They are fairly distinct and few models are on the market. [B]Critical:[/B] On a critical hit, the target is knocked prone. [B]Special: [/B] Shotguns do +3 damage if fired at 2 squares or closer. [B][U]Weapon Prof. Damage Range Price Weight Clip Cell Level TL [/U][/B] Shotgun +2 1d10 10/20 40 10 lb. 6 -- 1 0 [/QUOTE]
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