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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Psionics speculation
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<blockquote data-quote="Harshax" data-source="post: 4128151" data-attributes="member: 61534"><p>Agreed.</p><p></p><p></p><p></p><p>I still contend 'Asian' was a joke power source. Chi could be a very good concept for a power source, if the powers it had wouldn't strain the definition of Martial, Primal, or Psionic.</p><p></p><p></p><p></p><p>I don't think anyone wants that, nor is anyone suggesting that. At the very least the core classes: Fighter, Cleric, Wizard, and Rogue will probably be thematically altered to fit an Oriental, African, or Arabian setting. The first Oriental Adventures assumed that no 'occidental' classes were to be played alongside those presented in the book. 2E tried to make kits, that kinda got it right. 3E added classes, made suggestions for others, and further suggested to remove a few (aka. Paladin). Most people want a Wu Jen to be thematically different in terms of power access than a Wizard, and that's probably what we are going to get. Side by side, you could say: Yeah His Daily 4d10 damage is the same as the other guy, but instead of calling it Flaming Smack Down, its called Cut of Seven Scarves. But I predict you'll be seeing that at every table, regardless of setting. Not every Wizard is going to cast 'Magic Missile', they might call it 'Burning Ray' or whatever fits the idea the player has. The two spells will work exactly the same, but will be called two different things. We did this alot in 1E (renaming spells). I think this is good for the game. It will reduce the number of new splat books on the market, because everyone will quickly realize that a classes power is the same as the fighter's but renamed something else. Writers will have to focus on developing campaign fluff which will encourage DM's and players to rename existing powers, so that they can get into the mental headspace of the setting.</p><p></p><p></p><p></p><p>If all the classes are mixed freely and compared as a whole, probably. But that happened in every edition. I for one use to religiously collect every class or kit I could find, until I finally decided that it was stupid. I cut back to the core books, added a couple kits, or classes, or PrC (Depending on Edition) to match the flavor of my setting, and stuck to my guns when a player wanted to play some groovy new kit/class/PrC from the latest netbook/PDF purchase.</p><p></p><p></p><p></p><p>For the record, we're very much in agreement on most things. Mechanically, classes will differ only in the combinations of their available talent trees. I predict Wizards will publish a few truly new abilities per setting, and then someone is going to decode the entire class making process, put it in a PDF, and sell it on rpgnow. That, or Wizards will officially demystify the whole balancing act in the DMG3.</p></blockquote><p></p>
[QUOTE="Harshax, post: 4128151, member: 61534"] Agreed. I still contend 'Asian' was a joke power source. Chi could be a very good concept for a power source, if the powers it had wouldn't strain the definition of Martial, Primal, or Psionic. I don't think anyone wants that, nor is anyone suggesting that. At the very least the core classes: Fighter, Cleric, Wizard, and Rogue will probably be thematically altered to fit an Oriental, African, or Arabian setting. The first Oriental Adventures assumed that no 'occidental' classes were to be played alongside those presented in the book. 2E tried to make kits, that kinda got it right. 3E added classes, made suggestions for others, and further suggested to remove a few (aka. Paladin). Most people want a Wu Jen to be thematically different in terms of power access than a Wizard, and that's probably what we are going to get. Side by side, you could say: Yeah His Daily 4d10 damage is the same as the other guy, but instead of calling it Flaming Smack Down, its called Cut of Seven Scarves. But I predict you'll be seeing that at every table, regardless of setting. Not every Wizard is going to cast 'Magic Missile', they might call it 'Burning Ray' or whatever fits the idea the player has. The two spells will work exactly the same, but will be called two different things. We did this alot in 1E (renaming spells). I think this is good for the game. It will reduce the number of new splat books on the market, because everyone will quickly realize that a classes power is the same as the fighter's but renamed something else. Writers will have to focus on developing campaign fluff which will encourage DM's and players to rename existing powers, so that they can get into the mental headspace of the setting. If all the classes are mixed freely and compared as a whole, probably. But that happened in every edition. I for one use to religiously collect every class or kit I could find, until I finally decided that it was stupid. I cut back to the core books, added a couple kits, or classes, or PrC (Depending on Edition) to match the flavor of my setting, and stuck to my guns when a player wanted to play some groovy new kit/class/PrC from the latest netbook/PDF purchase. For the record, we're very much in agreement on most things. Mechanically, classes will differ only in the combinations of their available talent trees. I predict Wizards will publish a few truly new abilities per setting, and then someone is going to decode the entire class making process, put it in a PDF, and sell it on rpgnow. That, or Wizards will officially demystify the whole balancing act in the DMG3. [/QUOTE]
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