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General Tabletop Discussion
D&D Older Editions
How To Clone 4E Using 5E Rules
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<blockquote data-quote="EzekielRaiden" data-source="post: 7610661" data-attributes="member: 6790260"><p>Whereas I would move in the diametrically opposite direction: 4e has the encounter math structure <em>done, amazingly</em>, almost surely better than I could mock up with limited playtesting resources. Why reinvent the wheel? Preserve "MM3 on a business card" as much as possible because that's work I don't have to do and which is completely outside copyright.</p><p></p><p>Instead, address the places it fell down. Make robust item-creation tools that give a solid way to know how powerful an item is supposed to be, so DMs can give out their powerful relics if they want to but not in such a way that it hides the power boost. Design robust social and exploration challenge rules. Address the tension between non-combat and combat resources (e.g. feats and utility powers being pulled two different ways). Address presentation issues (e.g. call powers Talents or Abilities or *something* that won't put players' backs up). Create "quick skirmish" rules to handle smaller, lighter combats, alongside "mass combat" rules to handle vast army fights--both directions where 4e's great combats falter.</p><p></p><p>Keep the core of what made 4e great, because that's easy to copy and hard to rebuild. Then make the stuff 4e lacked, or address the places 4e fell short. Much less work for a much more valuable product, AFAIC.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 7610661, member: 6790260"] Whereas I would move in the diametrically opposite direction: 4e has the encounter math structure [I]done, amazingly[/I], almost surely better than I could mock up with limited playtesting resources. Why reinvent the wheel? Preserve "MM3 on a business card" as much as possible because that's work I don't have to do and which is completely outside copyright. Instead, address the places it fell down. Make robust item-creation tools that give a solid way to know how powerful an item is supposed to be, so DMs can give out their powerful relics if they want to but not in such a way that it hides the power boost. Design robust social and exploration challenge rules. Address the tension between non-combat and combat resources (e.g. feats and utility powers being pulled two different ways). Address presentation issues (e.g. call powers Talents or Abilities or *something* that won't put players' backs up). Create "quick skirmish" rules to handle smaller, lighter combats, alongside "mass combat" rules to handle vast army fights--both directions where 4e's great combats falter. Keep the core of what made 4e great, because that's easy to copy and hard to rebuild. Then make the stuff 4e lacked, or address the places 4e fell short. Much less work for a much more valuable product, AFAIC. [/QUOTE]
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