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General Tabletop Discussion
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="AbdulAlhazred" data-source="post: 7531441" data-attributes="member: 82106"><p>Odd, it has come up once or twice in threads we've been in. </p><p></p><p>Strike! has some interesting features. I appreciate the "don't make trivial distinctions" aspect of its design philosophy. This is of course exemplified by replacing the d20 with a d6! If you get a +1, there ain't nothin' trivial about that bonus! lol.</p><p></p><p>Where I found it lost me was on the "roles and classes are just a matrix" and the attempt to implement 'pick a role'. It works better in Strike! than it would in 4e proper (because the game is very coarse-grained in terms of resolutions, thus tossing a "you get a +1 to-hit in this and that common situation" is HUGE and really does make you a striker all by itself) but it still doesn't REALLY work for me. I think roles work better as an adjunct to class design, helping the developer and the player understand what the class is about, and not as a 'bolt on' module that adds a new widget to characters.</p><p></p><p>They added several flavors of resolution system, so you can basically run a combat like an SC if you want, or even do things at a more abstract level than that. This is a reasonable addition to 4e which is hard to add after the fact. Again, Strike!'s coarse grained implementation helps here, things feel less different in terms of how they work than they would in 4e where turning a combat into an SC doesn't really create something that feels equivalent.</p><p></p><p>It is a successful game, in its niche of being almost "more 4e than 4e" but it also seems to lose something that D&D has, at least to me. We really didn't play with it much, but I kind of felt like I might better just play something like DW if I wanted a mechanically more streamlined and story-focused game. No doubt others feel differently... <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></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7531441, member: 82106"] Odd, it has come up once or twice in threads we've been in. Strike! has some interesting features. I appreciate the "don't make trivial distinctions" aspect of its design philosophy. This is of course exemplified by replacing the d20 with a d6! If you get a +1, there ain't nothin' trivial about that bonus! lol. Where I found it lost me was on the "roles and classes are just a matrix" and the attempt to implement 'pick a role'. It works better in Strike! than it would in 4e proper (because the game is very coarse-grained in terms of resolutions, thus tossing a "you get a +1 to-hit in this and that common situation" is HUGE and really does make you a striker all by itself) but it still doesn't REALLY work for me. I think roles work better as an adjunct to class design, helping the developer and the player understand what the class is about, and not as a 'bolt on' module that adds a new widget to characters. They added several flavors of resolution system, so you can basically run a combat like an SC if you want, or even do things at a more abstract level than that. This is a reasonable addition to 4e which is hard to add after the fact. Again, Strike!'s coarse grained implementation helps here, things feel less different in terms of how they work than they would in 4e where turning a combat into an SC doesn't really create something that feels equivalent. It is a successful game, in its niche of being almost "more 4e than 4e" but it also seems to lose something that D&D has, at least to me. We really didn't play with it much, but I kind of felt like I might better just play something like DW if I wanted a mechanically more streamlined and story-focused game. No doubt others feel differently... :) [/QUOTE]
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4e Compared to Trad D&D; What You Lose, What You Gain
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