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3E & 4E Love and Hate Polls - What does it mean?
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<blockquote data-quote="keterys" data-source="post: 5026665" data-attributes="member: 43019"><p>Given the OGL/GSL differences and 3pp support differences, that's really not going to happen. Much like if we look to see what the community has done with creativity efforts for, say, Palladium Fantasy.</p><p></p><p> 10 wasn't a 'standard' - one of the first PrCs was 5 levels. 7 and 13 aren't exactly innovative there. PrCs just took levels as their basic function - if you want an equivalent question, how many PrCs didn't take any levels at all?</p><p></p><p>You might want to check out the DMG, specifically the chart on improvised actions, the advice to say yes and how to make things work.</p><p></p><p>Plenty of spells have effects that last for an entire encounter or as long as sustained, and many rituals last even longer. </p><p></p><p>That depends on whether you consider the gain in customization worth the additional complexity. Personally, I don't consider the 3e skill system a good system, so the 4e replacement is an improvement. A minor one, to be sure, but it cleans up a mess and is still functional so that's fine.</p><p></p><p>Weirdly, I'm not sure 4e _has_ an improved trap system. Seems pretty lackluster to me.</p><p></p><p>We're looking for very different things in a game system. Rules complexity IMO is a bad thing for a RPG, because it breaks immersion in the game and distances your character from a concept to the rules underlying it. </p><p>And I consider realism a goal for which it's _never_ worth sacrificing gameplay.</p><p></p><p>It's a tricky balance to get between a system that is simple enough that you can still mostly just do storytelling and RP without worrying about the mechanics and a system crunchy enough that you can just dive in and enjoy the gameplay. Different people like different things. Personally, I'd set OD&D ahead of 3e and 4E ahead of OD&D, if we're looking at D&D. </p><p></p><p>If you're actively looking for more complex and more realistic, I encourage you to look into other systems, because there are certainly some out there. I remember actually fleeing from a rolemaster game for roughly that reason back in college (into the Earthdawn game across the hall), and it's been ages since for even more systems to come out.</p><p></p><p>Having played spellcasters in both systems, I have to call shennanigans here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I remember exhausting myself to launch one lackluster fireball and having to spend months to pull off fairly sedate by 4e terms rituals.</p><p></p><p>The casters level of power determined whether it hit in the first place, and also did give them access to more ability to modify saving throws. But the important part is the whether they hit in the first place.</p></blockquote><p></p>
[QUOTE="keterys, post: 5026665, member: 43019"] Given the OGL/GSL differences and 3pp support differences, that's really not going to happen. Much like if we look to see what the community has done with creativity efforts for, say, Palladium Fantasy. 10 wasn't a 'standard' - one of the first PrCs was 5 levels. 7 and 13 aren't exactly innovative there. PrCs just took levels as their basic function - if you want an equivalent question, how many PrCs didn't take any levels at all? You might want to check out the DMG, specifically the chart on improvised actions, the advice to say yes and how to make things work. Plenty of spells have effects that last for an entire encounter or as long as sustained, and many rituals last even longer. That depends on whether you consider the gain in customization worth the additional complexity. Personally, I don't consider the 3e skill system a good system, so the 4e replacement is an improvement. A minor one, to be sure, but it cleans up a mess and is still functional so that's fine. Weirdly, I'm not sure 4e _has_ an improved trap system. Seems pretty lackluster to me. We're looking for very different things in a game system. Rules complexity IMO is a bad thing for a RPG, because it breaks immersion in the game and distances your character from a concept to the rules underlying it. And I consider realism a goal for which it's _never_ worth sacrificing gameplay. It's a tricky balance to get between a system that is simple enough that you can still mostly just do storytelling and RP without worrying about the mechanics and a system crunchy enough that you can just dive in and enjoy the gameplay. Different people like different things. Personally, I'd set OD&D ahead of 3e and 4E ahead of OD&D, if we're looking at D&D. If you're actively looking for more complex and more realistic, I encourage you to look into other systems, because there are certainly some out there. I remember actually fleeing from a rolemaster game for roughly that reason back in college (into the Earthdawn game across the hall), and it's been ages since for even more systems to come out. Having played spellcasters in both systems, I have to call shennanigans here. :) I remember exhausting myself to launch one lackluster fireball and having to spend months to pull off fairly sedate by 4e terms rituals. The casters level of power determined whether it hit in the first place, and also did give them access to more ability to modify saving throws. But the important part is the whether they hit in the first place. [/QUOTE]
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