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*Pathfinder & Starfinder
The One Hour Game, continued (BD&D as a baseline)
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<blockquote data-quote="delericho" data-source="post: 5857614" data-attributes="member: 22424"><p>Broadly speaking, I agree with this approach. Mechanically speaking, 4e probably has the cleanest presentation of the rules to date; it's just that WotC then proceeded to layer more than a few too many complexities on top.</p><p></p><p>The fundamental difficulty I always have with cutting down the game is that whatever I end up with, I always want "one more thing". But then, if you add that thing, then there is another "one more thing", and so on...</p><p></p><p>If doing a BD&D-like version of 4e, I would probably reduce the classes down to just a handful, and reduce each of the classes down to a single pre-select build. Eliminate multi-classing entirely.</p><p></p><p>And, as the post above notes, I would also try really hard to eliminate reliance on the grid, conditions, marking conditions, and the other areas of complexity that plague 4e.</p><p></p><p>The problem is, while such a game would be fun to play for a while, I suspect there would very quickly be a desire to expand it - instead of having only one Fighter build we'd want two, and then three, and then... And so, it begins again.</p></blockquote><p></p>
[QUOTE="delericho, post: 5857614, member: 22424"] Broadly speaking, I agree with this approach. Mechanically speaking, 4e probably has the cleanest presentation of the rules to date; it's just that WotC then proceeded to layer more than a few too many complexities on top. The fundamental difficulty I always have with cutting down the game is that whatever I end up with, I always want "one more thing". But then, if you add that thing, then there is another "one more thing", and so on... If doing a BD&D-like version of 4e, I would probably reduce the classes down to just a handful, and reduce each of the classes down to a single pre-select build. Eliminate multi-classing entirely. And, as the post above notes, I would also try really hard to eliminate reliance on the grid, conditions, marking conditions, and the other areas of complexity that plague 4e. The problem is, while such a game would be fun to play for a while, I suspect there would very quickly be a desire to expand it - instead of having only one Fighter build we'd want two, and then three, and then... And so, it begins again. [/QUOTE]
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The One Hour Game, continued (BD&D as a baseline)
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