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<blockquote data-quote="Skyscraper" data-source="post: 6256388" data-attributes="member: 48518"><p>Groovy stuff here. At the risk of repeating myself, thank you to everyone for writing this down. A few posts got me thinking or even smiling (I like the detailed combat description - this is indeed just like my group).</p><p></p><p>I've taken a look at the SRD - didn't realize they had opened up the rules in that way. Cool.</p><p></p><p>I'm probably going to buy the book now anyway, if only because of the good ideas that seem to be presented therein (don't know if I'll play that system yet), but for the sake of discussion, here are additional thoughts/questions.</p><p></p><p>1) It seems like 13A = a simplified version of D&D 4E. The hight hit points for PCs and monsters alike (except mooks), the powers both for PCs and monsters, the mook (minion)/normal/large (elite)/huge (solo) monster classification, it all smells of 4E. But, they cut down on some complex stuff. Away with they keywords, simplify the powers, get the grid system out of the way for combat and use the nearby/far away abstraction, concatenate the FORT and REFL defenses into the "physical defense", but otherwise, it seems like it's pretty much 4E. I enjoyed 4E, but in the end it was too mechanical for me, I prefer more freeform RPG-ing. I don't really care for complex/precise combat mechanics, I want something that runs quick and dirty. Although people seem to say "yes" to that last, I can't really bring myself to see it when I read all these posts or the SRD.</p><p></p><p>2) I'm concerned about the spells in particular. 4E toned down the spells such that a wizard ended up doing essentially the same effect as some other martial ranged weapon attacks. For example, the <em>fire burst</em> spell could do 1d6 + MOD damage in a 3x3 square area; while the archer could do a <em>rain of arrows</em> attack that dealt 1W + MOD damage in a 3x3 square area. Different description, same result. In a quick look-through of the classes in the SRD, it seems that the only spells that diverge from the "deal X damage in a Y area" concept, are the handfull of wizard utility spells.</p><p></p><p>3) I get the complex vs simple class thing. Fair enough. Do the "complex" classes, such as the fighter, work like the 4E fighter? Seems like it.</p><p></p><p>4) Do you use minis on a battle map to play? Does the game expect it? Do you think it works better that way?</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6256388, member: 48518"] Groovy stuff here. At the risk of repeating myself, thank you to everyone for writing this down. A few posts got me thinking or even smiling (I like the detailed combat description - this is indeed just like my group). I've taken a look at the SRD - didn't realize they had opened up the rules in that way. Cool. I'm probably going to buy the book now anyway, if only because of the good ideas that seem to be presented therein (don't know if I'll play that system yet), but for the sake of discussion, here are additional thoughts/questions. 1) It seems like 13A = a simplified version of D&D 4E. The hight hit points for PCs and monsters alike (except mooks), the powers both for PCs and monsters, the mook (minion)/normal/large (elite)/huge (solo) monster classification, it all smells of 4E. But, they cut down on some complex stuff. Away with they keywords, simplify the powers, get the grid system out of the way for combat and use the nearby/far away abstraction, concatenate the FORT and REFL defenses into the "physical defense", but otherwise, it seems like it's pretty much 4E. I enjoyed 4E, but in the end it was too mechanical for me, I prefer more freeform RPG-ing. I don't really care for complex/precise combat mechanics, I want something that runs quick and dirty. Although people seem to say "yes" to that last, I can't really bring myself to see it when I read all these posts or the SRD. 2) I'm concerned about the spells in particular. 4E toned down the spells such that a wizard ended up doing essentially the same effect as some other martial ranged weapon attacks. For example, the [I]fire burst[/I] spell could do 1d6 + MOD damage in a 3x3 square area; while the archer could do a [I]rain of arrows[/I] attack that dealt 1W + MOD damage in a 3x3 square area. Different description, same result. In a quick look-through of the classes in the SRD, it seems that the only spells that diverge from the "deal X damage in a Y area" concept, are the handfull of wizard utility spells. 3) I get the complex vs simple class thing. Fair enough. Do the "complex" classes, such as the fighter, work like the 4E fighter? Seems like it. 4) Do you use minis on a battle map to play? Does the game expect it? Do you think it works better that way? [/QUOTE]
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