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PF2E like D&D 4e?
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<blockquote data-quote="GrahamWills" data-source="post: 8044665" data-attributes="member: 75787"><p>This is actually not my experience with 4E. I've run. lot of various versions of D&D, and I think I'd argue that 4E is the easiest to mess with. I think the reason is that the design is consistent and well-defined. That means that when you mess with it, you have a good idea what will happen.</p><p></p><p>For example, our 4E campaign is playing a set of epic modules. Each one is more or less a full level, so about 9-12 encounters. Quite a few of the modules do not not have any ability to take a long rest, and instead have optional ways to achieve the effects of a long rest by taking role-playing options. This worked pretty well because 4E has a well-defined, planned structure. We could look at the state of our surges and that would give us a good idea of whether or not we felt like we could continue without asking help from dubious character #2.</p><p></p><p>In 3E we'd be looking at, I guess, just spell usage and how many healing potions/wands we had. healing becomes a binary issue: do you have wands/potions available or not. If you do, then you look at the caster's spells and have to make an informed guess as to how many fo each of them yo neigh need. It's much klunkier and less reliable a decision. And for the game writer it's a near-impossible task. You have no idea in 3E if you have a fighter-heavy party with lots of leading wands who ignores the need to rest completely, or a magic-heavy party who will be useless when the spells run out.</p><p></p><p>So in 3E it's very hard to mess with the system -- there's no consistency in how much parties care about rests. In 4E there is much more consistency and so it's much easier to mess with the design principles because you have. pretty good idea of what it will cost.</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 8044665, member: 75787"] This is actually not my experience with 4E. I've run. lot of various versions of D&D, and I think I'd argue that 4E is the easiest to mess with. I think the reason is that the design is consistent and well-defined. That means that when you mess with it, you have a good idea what will happen. For example, our 4E campaign is playing a set of epic modules. Each one is more or less a full level, so about 9-12 encounters. Quite a few of the modules do not not have any ability to take a long rest, and instead have optional ways to achieve the effects of a long rest by taking role-playing options. This worked pretty well because 4E has a well-defined, planned structure. We could look at the state of our surges and that would give us a good idea of whether or not we felt like we could continue without asking help from dubious character #2. In 3E we'd be looking at, I guess, just spell usage and how many healing potions/wands we had. healing becomes a binary issue: do you have wands/potions available or not. If you do, then you look at the caster's spells and have to make an informed guess as to how many fo each of them yo neigh need. It's much klunkier and less reliable a decision. And for the game writer it's a near-impossible task. You have no idea in 3E if you have a fighter-heavy party with lots of leading wands who ignores the need to rest completely, or a magic-heavy party who will be useless when the spells run out. So in 3E it's very hard to mess with the system -- there's no consistency in how much parties care about rests. In 4E there is much more consistency and so it's much easier to mess with the design principles because you have. pretty good idea of what it will cost. [/QUOTE]
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