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What's so bad about 4th edition? What's so good about other systems?
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<blockquote data-quote="Siberys" data-source="post: 5614596" data-attributes="member: 30619"><p>Let's see...</p><p><em></em></p><p><em>What I like...</em></p><p><strong>The System is almost entirely combat</strong></p><p>What? Why would that be a positive? Well, it's actually really simple. I don't need rules telling me how to roleplay. I can do that myself. Rules get in the way here. There is only one place I want rules, and that is to adjudicate combat. Everything else is a mass of distracting numbers - I might as well be reading a monthly romance for all of the service the rules do me in such a case. All they're doing is slowing the game down outside of combat.</p><p></p><p><strong>The system's fluff is disassociated from its crunch</strong></p><p>Again, this is touted as a huge negative, but I love it. Why? If I am free to describe the crunch in any way I want, so long as I match the description to the mechanical effect, then I can have any character I want, regardless of what the rules tell me. I don't want rules that make sense from an ecology or physics or whatever standpoint. That is not the realm of rules, and any crossover is liable to cause issues.</p><p></p><p><strong>Houseruling</strong></p><p>Houserules are easy to design. The system (not the tools for the system, but the system itself) is particularly well-suited to houseruling because of how tightly it was made. Similar house rules in 3.x would have far-reaching, often disastrous consequences. The only thing hard to design is classes, but only because of the power glut.</p><p><em></em></p><p><em>What I don't...</em></p><p><strong>Combat speed</strong></p><p>This is minor though. I only dislike it for minor fights, and I think I'm going to move to a 'skill challenge with variable healing surge costs' as a way to show minor combats.</p><p></p><p><strong>Glut</strong></p><p>I don't mind new races. Classes are good too. But there are way too many feats and powers. I'd have preferred a Savage Worlds-esque 'Few powers, but with trappings to differentiate', and for feats to have no flat numerical bonuses. No +1 attack, or +1 attack with fire, or +1 attack when on fire... No. Those are functions of the character's basic ability scores as a measure of talent, their level as a measure of his badassitude, and their class as a measure of training.</p><p></p><p><strong>Treasure</strong></p><p>I don't know who said it (I think it was in a thread about what people would want in 5e), but someone said they wanted magic Items optional - 'can, not should'. Hell, I might just use inherent bonuses and pop magic items in as another silo, alongside feats and powers.</p></blockquote><p></p>
[QUOTE="Siberys, post: 5614596, member: 30619"] Let's see... [I] What I like...[/I] [B]The System is almost entirely combat[/B] What? Why would that be a positive? Well, it's actually really simple. I don't need rules telling me how to roleplay. I can do that myself. Rules get in the way here. There is only one place I want rules, and that is to adjudicate combat. Everything else is a mass of distracting numbers - I might as well be reading a monthly romance for all of the service the rules do me in such a case. All they're doing is slowing the game down outside of combat. [B]The system's fluff is disassociated from its crunch[/B] Again, this is touted as a huge negative, but I love it. Why? If I am free to describe the crunch in any way I want, so long as I match the description to the mechanical effect, then I can have any character I want, regardless of what the rules tell me. I don't want rules that make sense from an ecology or physics or whatever standpoint. That is not the realm of rules, and any crossover is liable to cause issues. [B]Houseruling[/B] Houserules are easy to design. The system (not the tools for the system, but the system itself) is particularly well-suited to houseruling because of how tightly it was made. Similar house rules in 3.x would have far-reaching, often disastrous consequences. The only thing hard to design is classes, but only because of the power glut. [I] What I don't...[/I] [B]Combat speed[/B] This is minor though. I only dislike it for minor fights, and I think I'm going to move to a 'skill challenge with variable healing surge costs' as a way to show minor combats. [B]Glut[/B] I don't mind new races. Classes are good too. But there are way too many feats and powers. I'd have preferred a Savage Worlds-esque 'Few powers, but with trappings to differentiate', and for feats to have no flat numerical bonuses. No +1 attack, or +1 attack with fire, or +1 attack when on fire... No. Those are functions of the character's basic ability scores as a measure of talent, their level as a measure of his badassitude, and their class as a measure of training. [B]Treasure[/B] I don't know who said it (I think it was in a thread about what people would want in 5e), but someone said they wanted magic Items optional - 'can, not should'. Hell, I might just use inherent bonuses and pop magic items in as another silo, alongside feats and powers. [/QUOTE]
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What's so bad about 4th edition? What's so good about other systems?
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