thecasualoblivion
First Post
Exactly correct. 4E is designed so that the math works. And everything new must comply with the boundaries of that math.
And this is worse than having bad math that causes the game to break down?
Exactly correct. 4E is designed so that the math works. And everything new must comply with the boundaries of that math.
In the long term, that is a design flaw.Exactly correct. 4E is designed so that the math works. And everything new must comply with the boundaries of that math.
What do you see as "niche protection" in 4e? I mean, 3.x had Trapfinding, which served no purpose except to let everyone know they needed to hire a Guild-certified Rogue, not some cheap imitation (like a Ranger).Niche protection, very tight class design, very closed-end design from a mechanical end. Yes, you can come up with two dozen new power sources, but in the end it's just fluff and slight variations on what came before, but if 4e ends up being as innovatively expanded as 3.5 I will be utterly amazed.
In the long term, that is a design flaw.
3.5 had balance in mind, but it was a lot more open. It was an open-ended framework that designers could add new things to. It meant it was easier to break balance, but it was far easier to expand. It had room for creative new kinds of magic like Incarnum, among many others. It had room for new classes that went in new directions. It was a system but it was meant to be expanded.
4e is much more tightly built, to me in a bad way. Niche protection, very tight class design, very closed-end design from a mechanical end. Yes, you can come up with two dozen new power sources, but in the end it's just fluff and slight variations on what came before, but if 4e ends up being as innovatively expanded as 3.5 I will be utterly amazed.
4e is much more tightly built, to me in a bad way. Niche protection, very tight class design, very closed-end design from a mechanical end. Yes, you can come up with two dozen new power sources, but in the end it's just fluff and slight variations on what came before, but if 4e ends up being as innovatively expanded as 3.5 I will be utterly amazed.
Agreed. You basically have to write a whole new magic system for every class, comparable to 1/3 of the estimable 3.5e Tome of Magic.I will say this: powers (and balance concerns) make designing original/homebrew 4e classes a lot more daunting than it ever was in 3e or before...
...comment on your response to the following scenario:
1. 4E is successful, maintains itself as the top selling and most played RPG, and runs 8-10 years in its current direction before being replaced by a 5E even less like previous editions
2. Pathfinder tapers off after a successful launch by 3PP standards, and achieves a stable presence on par with True20 or Mutants and Masterminds.
3. The 3.5E playing community shrinks over time until its on par with people playing previous editions.
4. OGL based gaming begins a slow decline, with the big names soldiering on and fewer and fewer new products being released.
In the long term, that is a design flaw.
3.5 had balance in mind, but it was a lot more open. It was an open-ended framework that designers could add new things to. It meant it was easier to break balance, but it was far easier to expand. It had room for creative new kinds of magic like Incarnum, among many others. It had room for new classes that went in new directions. It was a system but it was meant to be expanded.
If the OP's scenario happens, I probably end up playing 5e.