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Favourite D&D edition that’s not 5E
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<blockquote data-quote="Hussar" data-source="post: 7612998" data-attributes="member: 22779"><p>I'm a huge fan of X-Com. This wouldn't work at all for a 4e game. X-com doesn't have any "do-over" type mechanics. None. You can't turn a hit into a miss, you can't turn damage into non-damage, you cannot change the type of damage after the attack, so on and so forth.</p><p></p><p>The biggest change of 4e over earlier types of D&D is the addition of "do over" type mechanics. Stuff where the player could, quite literally, rewind the clock and change the outcome of actions. 5e has a lot of this as well - stuff that triggers "after you roll but before a hit has been declared" that wouldn't work in a video game, particularly a turn based one. Another major change for 4e was the breaking of the initiative order. Prior to 4e, you had your turn and, outside of some corner cases like Attacks of Opportunity (3e), you couldn't act on someone else's turn. </p><p></p><p>4e doesn't work like that at all. So many effects trigger on allies actions, allowing you to take actions when it's not your turn. Even simple things like Commander's Strike or, well, any Leader at all in 4e wouldn't translate at all in a turn based game unless you are going to somehow build in all these initiative breaking elements.</p><p></p><p>Prestige classes and paragon paths were nothing new. Ultima III had those kinds of things in the 80's. Final Fantasy too. That's not a 4e element.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7612998, member: 22779"] I'm a huge fan of X-Com. This wouldn't work at all for a 4e game. X-com doesn't have any "do-over" type mechanics. None. You can't turn a hit into a miss, you can't turn damage into non-damage, you cannot change the type of damage after the attack, so on and so forth. The biggest change of 4e over earlier types of D&D is the addition of "do over" type mechanics. Stuff where the player could, quite literally, rewind the clock and change the outcome of actions. 5e has a lot of this as well - stuff that triggers "after you roll but before a hit has been declared" that wouldn't work in a video game, particularly a turn based one. Another major change for 4e was the breaking of the initiative order. Prior to 4e, you had your turn and, outside of some corner cases like Attacks of Opportunity (3e), you couldn't act on someone else's turn. 4e doesn't work like that at all. So many effects trigger on allies actions, allowing you to take actions when it's not your turn. Even simple things like Commander's Strike or, well, any Leader at all in 4e wouldn't translate at all in a turn based game unless you are going to somehow build in all these initiative breaking elements. Prestige classes and paragon paths were nothing new. Ultima III had those kinds of things in the 80's. Final Fantasy too. That's not a 4e element. [/QUOTE]
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