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Community
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D&D Older Editions
In Defense of 4E - a New Campaign Perspective
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 7559252" data-attributes="member: 710"><p>I think that is something to consider. </p><p></p><p>Personally, I love fiddling with game mechanics, and making tactical decisions in combat and so on. D&D 4 devliered almost perfectly in that regard. I have no fundamental problems here. </p><p>But I also like the story part, and others in my group also do it (and they might not be so onto tactical decisions and game mechanics as I am), and they feel somethnig is missing in that regard. </p><p></p><p>For my group, I made my own Star Wars game loosely based on 4E D&D rules. New classes, new power sets, different multiclassing rules. But one of the most important differences might be that I gave every class also "talents" that are purely non-combat stuff. You can have things like titles, wealth, anti-grav training, equipment modifactions, cover identiies, trailblazing abiltiies and what not. Simply stuff that gives your character a role outside of combat as well. It is not super-elaborate or complex, really. </p><p>A lot of the talents are bascially a title for the ability to gain rerolls for certain skills under certain circumstances. A real game design team could probably achieve more here. But I feel it added just more on the roleplaying side. If you're a Padawan, you might have a Jedi Master contact that you can call in for advice or aid. If you're a Scout, you might be better at finding faster hyperspace routes. If you're a Scoundrel, you might develop a better talent for hacking.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 7559252, member: 710"] I think that is something to consider. Personally, I love fiddling with game mechanics, and making tactical decisions in combat and so on. D&D 4 devliered almost perfectly in that regard. I have no fundamental problems here. But I also like the story part, and others in my group also do it (and they might not be so onto tactical decisions and game mechanics as I am), and they feel somethnig is missing in that regard. For my group, I made my own Star Wars game loosely based on 4E D&D rules. New classes, new power sets, different multiclassing rules. But one of the most important differences might be that I gave every class also "talents" that are purely non-combat stuff. You can have things like titles, wealth, anti-grav training, equipment modifactions, cover identiies, trailblazing abiltiies and what not. Simply stuff that gives your character a role outside of combat as well. It is not super-elaborate or complex, really. A lot of the talents are bascially a title for the ability to gain rerolls for certain skills under certain circumstances. A real game design team could probably achieve more here. But I feel it added just more on the roleplaying side. If you're a Padawan, you might have a Jedi Master contact that you can call in for advice or aid. If you're a Scout, you might be better at finding faster hyperspace routes. If you're a Scoundrel, you might develop a better talent for hacking. [/QUOTE]
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