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[4e] Adding a few "classic" elements to D&D
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<blockquote data-quote="CapnZapp" data-source="post: 4982252" data-attributes="member: 12731"><p>I was playing Torchlight and got thinking how I miss certain elements of that experience in my 4E game.</p><p></p><p><u>First off:</u> No, I don't want to turn my game into a Diablo clone video-game...! <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p><u>Secondly:</u> More frequent awards. I admire how WFRP is built in such a way you can award a useful amount of XP each session. In D&D, getting 27,800 XP isn't immediately useful, if you have 602,000 XP until you level. </p><p></p><p>In Torchlight, you level all the time, but each level means less. In WFRP, you don't level ever, but instead each 100 XP can buy you a little something (a skill, a +5% ability upgrade, or a feat called "talent" in that game).</p><p></p><p>Has anyone re-jigged D&D so you can gain a meaningful upgrade each session? Without going from newbie hero till demigod in thirty sessions, that is? Perhaps if you expand the game to house 150 levels, and you roll a D100 instead; then you can "level" each session and still get a fairly sane power progression?</p><p></p><p>(You'd get a larger proportion of feats compared to plus bonuses; but I'm thinking that might not be such a bad thing. It would allow you to dip you feet into more than one specialization. With an abundance of feats you could take whole feat trees without giving up your core focus)</p><p></p><p><u>Thirdly;</u> talent trees. Torchlight reminded me of how much I miss my WoW talent trees. Feats and such are fine I guess, but they lack focus. The flexibility of getting to choose between a thousand feats (literally!) is nice, but I would love "feat trees" where the added focus meant you had something to look forward to.</p><p></p><p>Like those gladiator feats you can take as a multiclass; but applied generally to the game. <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=":)" /></p><p></p><p><u>Cool treasure.</u> There's no denying it - treasure in this game is much sexier than most 4E items. Whether that can be accomplished without giving up on 4E's commendable "items are nice but not necessary" philosophy is another question. I just want the LOOTY loot!</p><p></p><p><u>Fifth</u> - Item sockets. It is way too cool to be able to upgrade/customize your weapons and other stuff with miscellaneous extra enhancements (think gems in slots) not to have this in our D&D game!</p><p></p><p></p><p>Oh well, I guess I need another fix of dungeon bashing... later! <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4982252, member: 12731"] I was playing Torchlight and got thinking how I miss certain elements of that experience in my 4E game. [U]First off:[/U] No, I don't want to turn my game into a Diablo clone video-game...! :uhoh: [U]Secondly:[/U] More frequent awards. I admire how WFRP is built in such a way you can award a useful amount of XP each session. In D&D, getting 27,800 XP isn't immediately useful, if you have 602,000 XP until you level. In Torchlight, you level all the time, but each level means less. In WFRP, you don't level ever, but instead each 100 XP can buy you a little something (a skill, a +5% ability upgrade, or a feat called "talent" in that game). Has anyone re-jigged D&D so you can gain a meaningful upgrade each session? Without going from newbie hero till demigod in thirty sessions, that is? Perhaps if you expand the game to house 150 levels, and you roll a D100 instead; then you can "level" each session and still get a fairly sane power progression? (You'd get a larger proportion of feats compared to plus bonuses; but I'm thinking that might not be such a bad thing. It would allow you to dip you feet into more than one specialization. With an abundance of feats you could take whole feat trees without giving up your core focus) [U]Thirdly;[/U] talent trees. Torchlight reminded me of how much I miss my WoW talent trees. Feats and such are fine I guess, but they lack focus. The flexibility of getting to choose between a thousand feats (literally!) is nice, but I would love "feat trees" where the added focus meant you had something to look forward to. Like those gladiator feats you can take as a multiclass; but applied generally to the game. :) [U]Cool treasure.[/U] There's no denying it - treasure in this game is much sexier than most 4E items. Whether that can be accomplished without giving up on 4E's commendable "items are nice but not necessary" philosophy is another question. I just want the LOOTY loot! [U]Fifth[/U] - Item sockets. It is way too cool to be able to upgrade/customize your weapons and other stuff with miscellaneous extra enhancements (think gems in slots) not to have this in our D&D game! Oh well, I guess I need another fix of dungeon bashing... later! :blush: [/QUOTE]
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