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<blockquote data-quote="AbdulAlhazred" data-source="post: 5406961" data-attributes="member: 82106"><p>Yeah, I don't really get the whole 'attribute classes' thing. If you have a high Strength, that should give you the advantages doing Strength-related things that you want. In effect I'm not really convinced that the existing 4e mechanical approach in general isn't perfectly fine. If you are say a Soldier class then you might decide to use STR as a prime req and focus on powers that key off of that stat. If you want to be a gunnery expert that uses DEX, then you pick that class or subclass. </p><p></p><p>Given experience with 4e it seems like single primary/dual secondary classes work best. A Martial Artist might be a DEX primary class, but with heavy use of different secondary stats, STR, maybe CON, whatever to allow different styles.</p><p></p><p>Classes like Scientist or Investigator should work pretty well. They have a primary stat and one possible secondary per build. </p><p></p><p>As far as flexibility goes, we have Skill Powers, Multiclassing, and Hybrids, plus just feats in general. If you want to be an Investigator that has some training with firearms you can make your DEX you secondary stat, grab the right weapon proficiency, and swap in a power or two that lets you get off a really effective shot or two and then fall back on a decent RBA.</p><p></p><p>I think one of the main things that makes all of this tough is just the much greater diversity in possible general genre assumptions. Many modern genre for instance are going to have a lot of characters that aren't really at all combat focused. 4e wasn't really designed with that in mind. The power system is nice for supplying all characters with interesting things to do in combat, but it has less applicability in other kinds of situations. For example it doesn't really feel right to have say "investigative powers". </p><p></p><p>Most of these kinds of games are a lot less focused on concentrated action sequences as well. You can't really expect 4 encounters a day in a game focused on investigating alien encounters for example. For that kind of game you may well not get great use out of basic core 4e mechanics like HS and AP. Seems to me that each specific genre really needs its own semi-unique set of subsystems.</p><p></p><p>So I might see a 4e Modern as maybe more of a toolbox than anything else. It provides the core mechanics for how combat, skills, and other related things work, some common feats, etc. Beyond that each setting would pick and choose which pieces make sense in a particular genre. </p><p></p><p>So for example a game of combat focused action might use HS and AP and provide a bunch of detail in combat classes, firearm details, etc. OTOH a game of crime investigation might have more simplified combat related elements, make fights brief but deadly, deemphasize combat resource management, and put more emphasis into investigative skills, eavesdropping gear, feats related to information gathering, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5406961, member: 82106"] Yeah, I don't really get the whole 'attribute classes' thing. If you have a high Strength, that should give you the advantages doing Strength-related things that you want. In effect I'm not really convinced that the existing 4e mechanical approach in general isn't perfectly fine. If you are say a Soldier class then you might decide to use STR as a prime req and focus on powers that key off of that stat. If you want to be a gunnery expert that uses DEX, then you pick that class or subclass. Given experience with 4e it seems like single primary/dual secondary classes work best. A Martial Artist might be a DEX primary class, but with heavy use of different secondary stats, STR, maybe CON, whatever to allow different styles. Classes like Scientist or Investigator should work pretty well. They have a primary stat and one possible secondary per build. As far as flexibility goes, we have Skill Powers, Multiclassing, and Hybrids, plus just feats in general. If you want to be an Investigator that has some training with firearms you can make your DEX you secondary stat, grab the right weapon proficiency, and swap in a power or two that lets you get off a really effective shot or two and then fall back on a decent RBA. I think one of the main things that makes all of this tough is just the much greater diversity in possible general genre assumptions. Many modern genre for instance are going to have a lot of characters that aren't really at all combat focused. 4e wasn't really designed with that in mind. The power system is nice for supplying all characters with interesting things to do in combat, but it has less applicability in other kinds of situations. For example it doesn't really feel right to have say "investigative powers". Most of these kinds of games are a lot less focused on concentrated action sequences as well. You can't really expect 4 encounters a day in a game focused on investigating alien encounters for example. For that kind of game you may well not get great use out of basic core 4e mechanics like HS and AP. Seems to me that each specific genre really needs its own semi-unique set of subsystems. So I might see a 4e Modern as maybe more of a toolbox than anything else. It provides the core mechanics for how combat, skills, and other related things work, some common feats, etc. Beyond that each setting would pick and choose which pieces make sense in a particular genre. So for example a game of combat focused action might use HS and AP and provide a bunch of detail in combat classes, firearm details, etc. OTOH a game of crime investigation might have more simplified combat related elements, make fights brief but deadly, deemphasize combat resource management, and put more emphasis into investigative skills, eavesdropping gear, feats related to information gathering, etc. [/QUOTE]
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