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<blockquote data-quote="GreyICE" data-source="post: 6004946" data-attributes="member: 6684526"><p><strong>Magic Sword </strong>- Already going in a direction I'm not fond of by page 2, their target is to make combat more brutal (Combat advantage means you roll twice, which raises your hit percentage by a lot, and flanking makes it easier to get combat advantage) and they want to reduce healing?!? Hello Rocket Tag.</p><p></p><p>There's also no coherent mathematical framework, as is evident by scrolling through the powers briefly. For instance a level 1 marshall power gives -1 to enemy hits - a 5% adjustment that, with the reworked combat advantage system, is even more meaningless than it otherwise would be (which is fairly meaningless). Meanwhile another hands out 2+CHA + 1/2 level THP. </p><p></p><p>It looks like some guy plonked out a bunch of powers in a 4E format which is about the exact OPPOSITE of what 4E is about.</p><p></p><p>You could buff and nerf forever, but it's not going to fix not bringing a mathematical framework in the first place. </p><p></p><p><strong>Open 4E</strong> - It's hard to comment on a project that doesn't exist.</p><p></p><p>Basic Rules: 1%</p><p>Races: 33%</p><p>Classes: 1%</p><p>Combat Rules: 0%</p><p>Feats: 1%</p><p>Spells: 0%</p><p>Monsters: 0%</p><p></p><p>And again here we go...</p><p></p><p></p><p>Lets lay out two processes:</p><p></p><p><strong>Process 1</strong></p><p></p><p>WotC Employee 1: Oh man, lets make a fantasy game! </p><p>E2: Oh god, yes! It'll be based on D20, and make everything scale off that.</p><p>E3: Oh cool. We have the old 2E sourcebooks, I can convert dwarves</p><p>E4: Hold on a sec, lets sketch out what races will have. Humans get a bonus feat and bonus skill because they're versatile, everyone else gets like +2 to one stat and -2 to another, unless you wanna do something else for flavor</p><p>E2: Yeah, sounds good. Look, I've got a writeup for elves! </p><p>E3: What the hell, why do your elves have magic resistance? That's only the drow!</p><p>E2: Oh come on, lets make it all elves!</p><p>E3: That's stupid</p><p>E4: Yeah, no magic resistance for elves. How about this half orc? I made him strong, but stupid and uncharismatic. </p><p>E2: Oh yeah, right on! That plays into exactly what a half-orc is!</p><p>E1: FANTASY GAME HO!</p><p></p><p><strong>Process 2</strong></p><p></p><p>E1: Lets make a coherent balanced DND</p><p>E2: Okay, lets sketch out some basic rules, then start a framework</p><p>E3: Framework?</p><p>E2: We need math for everything</p><p>E4: I wanna make a dwarf</p><p>E2: Hmmm... races. What should they look like? Well they should boost ability scores, that's traditional</p><p>E3: Lets give them all a unique racial power</p><p>E2: Okay, but it should be balanced around being a certain level of good. We don't want it overpowered.</p><p>E1: We're getting too exact, we need to know what good is before we can make other powers good.</p><p>E4: True, lets try and develop a framework for what our classes can do so we can define what a good power is.</p><p></p><p></p><p></p><p>Everyone is doing process 1, which is HOW WE GOT INTO THIS MESS IN THE FIRST PLACE</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6004946, member: 6684526"] [B]Magic Sword [/B]- Already going in a direction I'm not fond of by page 2, their target is to make combat more brutal (Combat advantage means you roll twice, which raises your hit percentage by a lot, and flanking makes it easier to get combat advantage) and they want to reduce healing?!? Hello Rocket Tag. There's also no coherent mathematical framework, as is evident by scrolling through the powers briefly. For instance a level 1 marshall power gives -1 to enemy hits - a 5% adjustment that, with the reworked combat advantage system, is even more meaningless than it otherwise would be (which is fairly meaningless). Meanwhile another hands out 2+CHA + 1/2 level THP. It looks like some guy plonked out a bunch of powers in a 4E format which is about the exact OPPOSITE of what 4E is about. You could buff and nerf forever, but it's not going to fix not bringing a mathematical framework in the first place. [B]Open 4E[/B] - It's hard to comment on a project that doesn't exist. Basic Rules: 1% Races: 33% Classes: 1% Combat Rules: 0% Feats: 1% Spells: 0% Monsters: 0% And again here we go... Lets lay out two processes: [b]Process 1[/b] WotC Employee 1: Oh man, lets make a fantasy game! E2: Oh god, yes! It'll be based on D20, and make everything scale off that. E3: Oh cool. We have the old 2E sourcebooks, I can convert dwarves E4: Hold on a sec, lets sketch out what races will have. Humans get a bonus feat and bonus skill because they're versatile, everyone else gets like +2 to one stat and -2 to another, unless you wanna do something else for flavor E2: Yeah, sounds good. Look, I've got a writeup for elves! E3: What the hell, why do your elves have magic resistance? That's only the drow! E2: Oh come on, lets make it all elves! E3: That's stupid E4: Yeah, no magic resistance for elves. How about this half orc? I made him strong, but stupid and uncharismatic. E2: Oh yeah, right on! That plays into exactly what a half-orc is! E1: FANTASY GAME HO! [b]Process 2[/b] E1: Lets make a coherent balanced DND E2: Okay, lets sketch out some basic rules, then start a framework E3: Framework? E2: We need math for everything E4: I wanna make a dwarf E2: Hmmm... races. What should they look like? Well they should boost ability scores, that's traditional E3: Lets give them all a unique racial power E2: Okay, but it should be balanced around being a certain level of good. We don't want it overpowered. E1: We're getting too exact, we need to know what good is before we can make other powers good. E4: True, lets try and develop a framework for what our classes can do so we can define what a good power is. Everyone is doing process 1, which is HOW WE GOT INTO THIS MESS IN THE FIRST PLACE [/QUOTE]
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