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4 Elements at the Core of 4e
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<blockquote data-quote="amerigoV" data-source="post: 7652051"><p>This is all IMO since everybody likes different things out of a game. Savage Worlds is my go-to system both as player and GM these days. It has a much higher "swing" factor and good tools for players to deal with that swing. That (among other things) reminded me of the bad old days of 1e (except I like the SW system much better - I get the best of both worlds - nostalgia and a good system and I am loving it).</p><p></p><p>With that in mind, your observations just confirm how much the numbers drove 4e. 4e seemed to remove the variance and drove much tighter to the mean. Quite frankly, its not to my taste. I enjoy the wildness so long as players (and the GM) have some way to influence it. Its more fun to ride the roller coaster than the kiddie-cars at the amusement part, even though both get you to the same spot.</p><p></p><p>When the GM puts down a Dragon fig, I "want" to have the feeling "oh crap, this could hurt" and not "ok guys, if we roll 9+ six times before it can get five hits on us, the loot is ours!" That may sound I am being condescending, but if that is how the game really runs there are players that will pick up on this, guaranteed*</p><p></p><p></p><p>* I'll given an example from 3e. Return to the Temple of Elemental Evil. In the obelisk room there is an arch that Gates in a Grell if you touch it. Sadly, the first thing said was <strong>not</strong> "crap, don't touch that again!" First thing out of one of my player's mouth was "cool, an XP generator!" And he was exactly right. The system awarded XP based on killing stuff. And here was a way to provide endless XP, in theory. Of course I then showed a picture of the elder grell wizard from the Aberrations book just to remind them that it might not just be a plain old Grell that pops out :evil</p></blockquote><p></p>
[QUOTE="amerigoV, post: 7652051"] This is all IMO since everybody likes different things out of a game. Savage Worlds is my go-to system both as player and GM these days. It has a much higher "swing" factor and good tools for players to deal with that swing. That (among other things) reminded me of the bad old days of 1e (except I like the SW system much better - I get the best of both worlds - nostalgia and a good system and I am loving it). With that in mind, your observations just confirm how much the numbers drove 4e. 4e seemed to remove the variance and drove much tighter to the mean. Quite frankly, its not to my taste. I enjoy the wildness so long as players (and the GM) have some way to influence it. Its more fun to ride the roller coaster than the kiddie-cars at the amusement part, even though both get you to the same spot. When the GM puts down a Dragon fig, I "want" to have the feeling "oh crap, this could hurt" and not "ok guys, if we roll 9+ six times before it can get five hits on us, the loot is ours!" That may sound I am being condescending, but if that is how the game really runs there are players that will pick up on this, guaranteed* * I'll given an example from 3e. Return to the Temple of Elemental Evil. In the obelisk room there is an arch that Gates in a Grell if you touch it. Sadly, the first thing said was [B]not[/B] "crap, don't touch that again!" First thing out of one of my player's mouth was "cool, an XP generator!" And he was exactly right. The system awarded XP based on killing stuff. And here was a way to provide endless XP, in theory. Of course I then showed a picture of the elder grell wizard from the Aberrations book just to remind them that it might not just be a plain old Grell that pops out :evil [/QUOTE]
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