Vaalingrade
Legend
Add two zeros the the end of that and we've got a deal.Throw them all out, start with a cap of 120 individual feats.
Go!
Add two zeros the the end of that and we've got a deal.Throw them all out, start with a cap of 120 individual feats.
Go!
Cool. Happy to engage on specifics and keep it civil.Lots of people have chimed on on my post, but i'm going to reply to yours as a general answer to everyone.
Here is what I mean by an amazing tactical skirmish game but not so amazing role-playing game. Look at the difference in presentation of these three identical things....
3e Fireball
View attachment 277034
4e Fireball
View attachment 277035
5e Fireball
View attachment 277036
Differences (the loss of which makes the spell fell less "real" in the game)
1. Area/Range is in squares (a combat abstract) instead of feet (a real world thing)
2. No individual material component.
3. No spell school.
4. No mention of fire specific effects like melting, destroying items, unattended items, etc.
5. (Only compared to 3e) No mention of the mechanics of the pre-exploded fireball.
So in this particular example of a purely combat related spell there are so many things shaved off the 4e description that it reduces the "feel" of what was a spell of chaotic firey destruction to living and non-living things in the environment into just a way to do some damage to "Each creature in burst" without any other consequences (unless the GM decided to house rule them).
I'd be surprised if more than 10% of the crunch in 5e is.Your bottom bullet point is my overall thought about 4e.
It's an amazing tactical skirmish ruleset...but not so much an amazing roleplaying game. Id be surprised if more than 10% of the crunch in 4e was non-combat related.
Here's a whole topic on the subject for reference...Precisely. People flipped the hell out when WotC tried to give real narrative meaning to a thing in one of the early previews.
This is why I say the D&D fanbase is almost unpleasable. Provide flavor? YOU'RE TELLING ME HOW TO PLAY MY CHARACTER! Don't provide flavor? GARBAGE RULES WHICH MAKE IT IMPOSSIBLE TO ROLEPLAY.
And before anyone asks, yes, I have actually seen real, living people make both of those arguments. About 4e.
To relate this somewhat back to the topic at hand, I don't consider anything to be 'missing' from 4e in the way of craft, etc. Ask yourself the question "why am I doing this?" and the answer is always going to equate to one of 4e's list of skills. Yes, you may be "cooking a strawberry tart" but the reason you are doing that is to win the heart of the Princess! This is something like Diplomacy/raw CHA, maybe even Bluff or perhaps Streetwise. Now, from a FICTIONAL perspective, as GM, I will want to find out how it is that your character can bake, but this is not some sort of esoteric ability that is hard to come by. Heck, if the player wants to ask for a +5 Proficiency bonus because they happened to select a 4e background that would know how to bake, GREAT! I guess if your theme or whatever seems to make that highly appropriate, that would also suffice. So, we see that background and such are not non-existent, nor unimportant necessarily, they're just not RATIONED THINGS like skills are! This is why the 4e skill system works, because you don't have to pick between "I know how to pick a lock" and "I know how to bake tarts."Adding to all that was noted above by to all noted above (Skill challenges! Rituals! Utility Powers! Page 42!), the only thing potentially missing was no explicit Crafting, Profession (Appraise included), or Perform skills. Pretty much all the social skills remain (Bluff, Diplomacy, Intimidate). So in the rare case that someone from 3.X wanted to spend their 2 skill points on a Profession skill, I suppose that is a missing.*
But, at the risk of being a "get off my lawn" type here, none of those skills, or utilities, were available in 1e or had much of a role in 2e even if Non-Weapon Proficiencies were being used. Do you consider D&D, AD&D, and AD&D 2e not roleplaying games? I'm not being flippant here, I honestly do want to know if you believe that and that I wasn't playing an RPG back then? Because if you do, I'd be interested to know where you draw the line, what explicit things need to be in an RPG for you to consider it to be a roleplaying game.
* FWIW, I thought it was a missing and wrote and sold a supplement for it, but I never considered that without then you couldn't RP in 4e. (Wait, am I just noticing now that that rhymes?)
D20 Modern did a great job with wealth as a pseudo skill. If you fail your check, you reduce your level by 1 after buying the item.To relate this somewhat back to the topic at hand, I don't consider anything to be 'missing' from 4e in the way of craft, etc. Ask yourself the question "why am I doing this?" and the answer is always going to equate to one of 4e's list of skills. Yes, you may be "cooking a strawberry tart" but the reason you are doing that is to win the heart of the Princess! This is something like Diplomacy/raw CHA, maybe even Bluff or perhaps Streetwise. Now, from a FICTIONAL perspective, as GM, I will want to find out how it is that your character can bake, but this is not some sort of esoteric ability that is hard to come by. Heck, if the player wants to ask for a +5 Proficiency bonus because they happened to select a 4e background that would know how to bake, GREAT! I guess if your theme or whatever seems to make that highly appropriate, that would also suffice. So, we see that background and such are not non-existent, nor unimportant necessarily, they're just not RATIONED THINGS like skills are! This is why the 4e skill system works, because you don't have to pick between "I know how to pick a lock" and "I know how to bake tarts."
Honestly, I couldn't find any way to significantly improve the 4e skill system, and just left it alone. Frankly, if a player wants his PC to make a living as a brick layer, or whatever, why worry about mechanics for that? Its an FRPG, that mundane stuff is not really a part of it, aside from being in the fiction. It doesn't NEED rules. This is also part of why I consider wealth as a candidate to become an abstract system. It just isn't THAT important, and for whatever unusual situations where it might be, you can still play out those specific ones. If my Wealth +0 totally broke dude finds a 1000gp treasure, well, he's not Wealth +0 anymore, eh? I call that a 'minor boon' in my game. It might be a reward for a minor quest, or something you find during an adventure. Useful, maybe even something you seek out, but not the POINT of the game.
Look its obviously one of those aesthetic judgement things, but 4e powers have keywords, which gives you all of your "you can set things on fire" stuff (there's a DMG section on how that works). It also hooks you into ALL other rules anywhere in the game that reference fire, arcane, or implement. I'd also argue the 4e power's color block gives a pretty good condensed indication of what this thing is doing, a ball of flame appears in your hand, and you throw it, then it explodes! I agree its succinct, but MOST of the 3e version is actually just rules text that 4e puts elsewhere (IE all the stuff about "determine the range" and all that stuff about the setting fire, etc. which 3e has to repeat for every spell where it matters! 4e has it once in rules for keywords/damage types.Lots of people have chimed on on my post, but i'm going to reply to yours as a general answer to everyone.
Here is what I mean by an amazing tactical skirmish game but not so amazing role-playing game. Look at the difference in presentation of these three identical things....
3e Fireball
View attachment 277034
4e Fireball
View attachment 277035
5e Fireball
View attachment 277036
Differences (the loss of which makes the spell fell less "real" in the game)
1. Area/Range is in squares (a combat abstract) instead of feet (a real world thing)
2. No individual material component.
3. No spell school.
4. No mention of fire specific effects like melting, destroying items, unattended items, etc.
5. (Only compared to 3e) No mention of the mechanics of the pre-exploded fireball.
So in this particular example of a purely combat related spell there are so many things shaved off the 4e description that it reduces the "feel" of what was a spell of chaotic firey destruction to living and non-living things in the environment into just a way to do some damage to "Each creature in burst" without any other consequences (unless the GM decided to house rule them).
4e was designed to let the GM riff off of a few basic keywords to provide 'rulings' too, though I would say they are more in terms of binding to FICTION (IE how things are described, as well as situational effects and such that the GM will come up with, like setting a building on fire).And as a separate topic to reply to....you can't credit a ruleset for having guidelines for situation X when the GM made up those guidelines themselves. That's just a good GMing.
5e was designed to let GMs riff of of a few basic systems to provide on the fly "rulings, not rules". This was a different design goal than 4e which was very codified to say "this power does exactly this". In 4e design it's not fair to the person who took Tripping Strike (made up?) if you just let the other player trip people using their Shoving Strike (made up?).
Yeah, HoML kinda works that way. Expenses are graded by their size, so even a poor character won't go broke buying a beer or two, but he'd probably become destitute if he bought a fancy suite of clothing and failed his check. Likewise you can do things like sources of income that let you automatically recover some of your wealth as minor boons. Its a workable system anyway, one with a long tradition!D20 Modern did a great job with wealth as a pseudo skill. If you fail your check, you reduce your level by 1 after buying the item.
No dice. Even if we reduce the total number of classes to 20, that's 6 feats per class, with no feats left over for generic use.Throw them all out, start with a cap of 120 individual feats.
Go!