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D&D Older Editions, OSR, & D&D Variants
4e Compared to Trad D&D; What You Lose, What You Gain
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<blockquote data-quote="Manbearcat" data-source="post: 7529272" data-attributes="member: 6696971"><p>So through these two encounters, my guess is that we'd see something like:</p><p></p><p>* Rogue down 3 Surges and probably a Daily Attack, a Daily Item, and a Consumable.</p><p></p><p>* Wizard down 2 Surges and probably a Daily Attack, maybe Paragon Path Daily or a Utility (such as Arcane Gate to let the Rogue and Wizard more easily traverse the battlefield in their efforts to handle the Hoverpods and AT-STs) and a Daily Item.</p><p></p><p>* Fighter down 1-2 Surges and probably 0 Dailies.</p><p></p><p>I think through those first 2 encounters you would easily see the genre tropes and gonzo archetypes of these characters in the Epic Tier of play. It would also be pretty apparent just how much cross-class parity there is at the endgame of 4e. For the reasons above, the contrast with traditional D&D (1e and BECMI) would be stark, but you'd see a starkness in contrast with all other versions of D&D as well (some less - 5e, some more - 3.x).</p><p></p><p>[HR][/HR]</p><p></p><p>This next part is where I picked up GMing.</p><p></p><p>I can easily see the significant differences from the 5e session right off the bat:</p><p></p><p>1) This would be a closed scene (a Skill Challenge) rather than free play/open exploration. This eliminates win condition abilities. </p><p></p><p>Skill Challenge Level + 0 Complexity 2; to get into the ship (including the air combat at the ship's hull as a nested combat for an accrued Success or Failure), 5 medium DCs, 1 hard DC. DCs would be 20, 27, 37.</p><p></p><p>2) Ritual Flight is right out for this. Phantom Steed can't get but 100 feet off the ground (the ship would be 1000 ft up), and Overland Flight is extremely expensive (5 k gold/residuum) and if you get in combat, you're assured to crash (for a ton of damage).</p><p></p><p>Mass Fly (if the Wizard has it) would be their ultimate (level 22) Utility spell slot. There are plenty of better options due to the limitations; the Wizard has to spend a Minor Action to sustain it, so god forbid the Wizard gets Dazed or Stunned (Stuns are rife at Epic Tier). Further, Mass Fly isn't Hover, so if you're Stunned...you're falling almost 600 feet per round...2 rounds and you're taking ALL the damage...and even one round and it will take you forever to get back into the combat. Its just not so helpful here.</p><p></p><p>So my guess is, I would see the 1st part of the challenge going down like this:</p><p></p><p>Wizard: Casts Wraithform; personal flight (<strong>hover</strong>), insubstantial, phasing (minor action sustain). This would grant 1 success in the challenge.</p><p></p><p>Fighter and Rogue: Group Dungeoneering to figure out the alien technology of the Hoverpods. Given the Fighter's prior experience with piloting the alien tech, I'd give him then an untyped +2. My guess is that the Wizard would use 1 of the 2 Secondary Skills available to deploy Arcana to buff their checks (using magic to interface with the operating system and his active Comprehend Languages Ritual to ask questions and gain insight for his companions' efforts). Their checks would be somewhere around a +18 after the buff. Extremely high chance (84 %) that one of them makes the check.</p><p></p><p>Good for the 2nd success.</p><p></p><p>So that would be a Fighter and a Rogue in a Hoverpod (Wizard <strong>contributing </strong>to success - plus 9% success rate - vs <strong>enabling </strong>success) and a Wizard in Wraithform vs Up-leveled Fly spell and a Hoverpod <strong>enabled </strong>via Wizard Portent.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7529272, member: 6696971"] So through these two encounters, my guess is that we'd see something like: * Rogue down 3 Surges and probably a Daily Attack, a Daily Item, and a Consumable. * Wizard down 2 Surges and probably a Daily Attack, maybe Paragon Path Daily or a Utility (such as Arcane Gate to let the Rogue and Wizard more easily traverse the battlefield in their efforts to handle the Hoverpods and AT-STs) and a Daily Item. * Fighter down 1-2 Surges and probably 0 Dailies. I think through those first 2 encounters you would easily see the genre tropes and gonzo archetypes of these characters in the Epic Tier of play. It would also be pretty apparent just how much cross-class parity there is at the endgame of 4e. For the reasons above, the contrast with traditional D&D (1e and BECMI) would be stark, but you'd see a starkness in contrast with all other versions of D&D as well (some less - 5e, some more - 3.x). [HR][/HR] This next part is where I picked up GMing. I can easily see the significant differences from the 5e session right off the bat: 1) This would be a closed scene (a Skill Challenge) rather than free play/open exploration. This eliminates win condition abilities. Skill Challenge Level + 0 Complexity 2; to get into the ship (including the air combat at the ship's hull as a nested combat for an accrued Success or Failure), 5 medium DCs, 1 hard DC. DCs would be 20, 27, 37. 2) Ritual Flight is right out for this. Phantom Steed can't get but 100 feet off the ground (the ship would be 1000 ft up), and Overland Flight is extremely expensive (5 k gold/residuum) and if you get in combat, you're assured to crash (for a ton of damage). Mass Fly (if the Wizard has it) would be their ultimate (level 22) Utility spell slot. There are plenty of better options due to the limitations; the Wizard has to spend a Minor Action to sustain it, so god forbid the Wizard gets Dazed or Stunned (Stuns are rife at Epic Tier). Further, Mass Fly isn't Hover, so if you're Stunned...you're falling almost 600 feet per round...2 rounds and you're taking ALL the damage...and even one round and it will take you forever to get back into the combat. Its just not so helpful here. So my guess is, I would see the 1st part of the challenge going down like this: Wizard: Casts Wraithform; personal flight ([B]hover[/B]), insubstantial, phasing (minor action sustain). This would grant 1 success in the challenge. Fighter and Rogue: Group Dungeoneering to figure out the alien technology of the Hoverpods. Given the Fighter's prior experience with piloting the alien tech, I'd give him then an untyped +2. My guess is that the Wizard would use 1 of the 2 Secondary Skills available to deploy Arcana to buff their checks (using magic to interface with the operating system and his active Comprehend Languages Ritual to ask questions and gain insight for his companions' efforts). Their checks would be somewhere around a +18 after the buff. Extremely high chance (84 %) that one of them makes the check. Good for the 2nd success. So that would be a Fighter and a Rogue in a Hoverpod (Wizard [B]contributing [/B]to success - plus 9% success rate - vs [B]enabling [/B]success) and a Wizard in Wraithform vs Up-leveled Fly spell and a Hoverpod [B]enabled [/B]via Wizard Portent. [/QUOTE]
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