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Importing 4e core assumptions into other settings? advice pls?
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<blockquote data-quote="Tony Vargas" data-source="post: 6725972" data-attributes="member: 996"><p>I'm familiar with the PoL assumptions, but not the PF stuff, so I can't help much, but I just have take a guess: Detroit?</p><p></p><p></p><p>There's really very little system-related that plays into the above. So, for the most part, it's 'just do it,' there should be no problems. </p><p></p><p>There are two little metagame bits that you could crib from 4e that might help:</p><p></p><p>1) PCs are unique. Don't stat NPC or villains as PC classes, don't give non-PCs significant/highly-available magic or HD or overnight healing or Inspiration or possibly even saving throws - or, at least, not much of those things, and not all in one NPC. This makes the world more mysterious, too, the PCs can't just see someone cast a particular spell, figure out they 'must' be this or that class, and thus have that or this ability.</p><p>2) PCs are the Heroes: Skip apprentice tier so the PCs can handle traveling through the Darkness between the Points of Light.</p><p></p><p>On the plus side: 5e's rarer/higher-impact ('makes you just better') magic items are ideal for driving home The World is Ancient, and long-lost magocracies and cryptic pre-human civilizations created items far beyond the ken of the mere mortals of today (or even the PCs).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6725972, member: 996"] I'm familiar with the PoL assumptions, but not the PF stuff, so I can't help much, but I just have take a guess: Detroit? There's really very little system-related that plays into the above. So, for the most part, it's 'just do it,' there should be no problems. There are two little metagame bits that you could crib from 4e that might help: 1) PCs are unique. Don't stat NPC or villains as PC classes, don't give non-PCs significant/highly-available magic or HD or overnight healing or Inspiration or possibly even saving throws - or, at least, not much of those things, and not all in one NPC. This makes the world more mysterious, too, the PCs can't just see someone cast a particular spell, figure out they 'must' be this or that class, and thus have that or this ability. 2) PCs are the Heroes: Skip apprentice tier so the PCs can handle traveling through the Darkness between the Points of Light. On the plus side: 5e's rarer/higher-impact ('makes you just better') magic items are ideal for driving home The World is Ancient, and long-lost magocracies and cryptic pre-human civilizations created items far beyond the ken of the mere mortals of today (or even the PCs). [/QUOTE]
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Importing 4e core assumptions into other settings? advice pls?
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