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<blockquote data-quote="AbdulAlhazred" data-source="post: 6965739" data-attributes="member: 82106"><p>13a is an interesting game, but personally I didn't like its approach to class design. I felt like a lot of it was "lets just be different from 4e." Its messier and its hard to really see what's innovative about it, TBH. Plus the crunchy combat, gotta have that! Their spin on backgrounds and skills isn't bad though, IMHO. </p><p></p><p>Strike!'s resolution system seemed decent. Again though I had issue with the class design, this time the whole idea that you can just 'plug in' roles. It seemed forced in many cases, like you had mechanics, but they lacked theme. OTOH I'm still OK with the 4e SC system when its presented and utilized correctly/well. </p><p></p><p>These are 2 of the things that drove me to experiment with my own rules. I really wanted to keep the concept of a class with a role, and with a common platform approach where it has the same core power mechanics as other classes. I think HoML classes are 'weaker' than 4e classes, you aren't really prevented by 'RAW' from assembling most any set of elements into one character, regardless of your class. It will definite take some time to do that if you started with say a fighter and want to be a spell caster, but definitely the classes are less rigid but at the same time I feel like they should be able to provide a more organic feel than the Strike! approach. Still really need to work out some things there though. It might be a good idea to have one 'special feature' per class that reinforces its role more, something you just can't poach.</p><p></p><p>Still, limited playtesting shows that low level PCs play pretty close to what you would expect for their classes (for those classes which are actually workable, you can definitely make a Knight, a Rogue, or a Cleric, Wizard is still stuck in some design indecision, and most of the other classes are less well fleshed out). The cleric is quite healy, the fighter seems to be decently sticky, the rogue stabbies things a lot. Outside of combat class is perhaps a bit more suggestive, but I think I am close to the goal of "if you just build a generic thief guy he'll work pretty much like an AD&D thief in a general sense."</p><p></p><p>Anyway, in some ways I do agree with the Strike! guys about granularity. Their use of a single d6 is interesting. I've kind of felt that I am attached to the d20 though, so instead I leveraged 5e's idea of advantage/disadvantage and threw in levels of success. Figured if I have a d20 I might as well get some added use out of that range of outcomes!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6965739, member: 82106"] 13a is an interesting game, but personally I didn't like its approach to class design. I felt like a lot of it was "lets just be different from 4e." Its messier and its hard to really see what's innovative about it, TBH. Plus the crunchy combat, gotta have that! Their spin on backgrounds and skills isn't bad though, IMHO. Strike!'s resolution system seemed decent. Again though I had issue with the class design, this time the whole idea that you can just 'plug in' roles. It seemed forced in many cases, like you had mechanics, but they lacked theme. OTOH I'm still OK with the 4e SC system when its presented and utilized correctly/well. These are 2 of the things that drove me to experiment with my own rules. I really wanted to keep the concept of a class with a role, and with a common platform approach where it has the same core power mechanics as other classes. I think HoML classes are 'weaker' than 4e classes, you aren't really prevented by 'RAW' from assembling most any set of elements into one character, regardless of your class. It will definite take some time to do that if you started with say a fighter and want to be a spell caster, but definitely the classes are less rigid but at the same time I feel like they should be able to provide a more organic feel than the Strike! approach. Still really need to work out some things there though. It might be a good idea to have one 'special feature' per class that reinforces its role more, something you just can't poach. Still, limited playtesting shows that low level PCs play pretty close to what you would expect for their classes (for those classes which are actually workable, you can definitely make a Knight, a Rogue, or a Cleric, Wizard is still stuck in some design indecision, and most of the other classes are less well fleshed out). The cleric is quite healy, the fighter seems to be decently sticky, the rogue stabbies things a lot. Outside of combat class is perhaps a bit more suggestive, but I think I am close to the goal of "if you just build a generic thief guy he'll work pretty much like an AD&D thief in a general sense." Anyway, in some ways I do agree with the Strike! guys about granularity. Their use of a single d6 is interesting. I've kind of felt that I am attached to the d20 though, so instead I leveraged 5e's idea of advantage/disadvantage and threw in levels of success. Figured if I have a d20 I might as well get some added use out of that range of outcomes! [/QUOTE]
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