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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E Rogue for non-4E enthusiast
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<blockquote data-quote="maggot" data-source="post: 4066561" data-attributes="member: 1005"><p>Clarifications:</p><p></p><p>Specific weapon list - I like the weapon categories of 3e, at least conceptually if not in exact execution. When you introduce a new weapon, say an atlatl for an Aztec themed game, you can just say: This is a simple weapon, or this is a martial weapon. Then all classes follow suit. Of course, 3e didn't go all the way and use these classification for some classes, thus breaking the model. But the model was good. The 4e rogue now either breaks a similar model, or indicates it was removed entirely. So every new weapon needs to list every class. Not a good system. Not at all.</p><p></p><p>Specific Armor: Same problem as weapons, but potentially less annoying. Maybe they just renamed light armor as "leather", but in my ice age game, I might not like that designation. "Counts as leather" might suffice. It is a bit annoying, but it would work.</p><p></p><p>Annoying little bonuses like +1 to hit with daggers: Yes, if you are a rogue dagger fighter, you will have the +1 to hit calculated into your stats. But what if you are a rogue short sword fighter that happens to grab a dagger. Now you can easily forget the bonus. Same with a shuriken, but to a lesser extent.</p><p></p><p>Three different numbers (first level hit points, per level hit points, healing surges): Star Wars saga edition had only one number per class - the hit die type. You got 3x maximum at first level, you got that hit die type per level after that (easy to house rule to non-random), and your "second winds" restore 1/4 your hit points (not even class related). One number is simpler than 3. You don't end up looking up each number when generating characters, and you don't end up with a class that has high hit points but low recovery.</p></blockquote><p></p>
[QUOTE="maggot, post: 4066561, member: 1005"] Clarifications: Specific weapon list - I like the weapon categories of 3e, at least conceptually if not in exact execution. When you introduce a new weapon, say an atlatl for an Aztec themed game, you can just say: This is a simple weapon, or this is a martial weapon. Then all classes follow suit. Of course, 3e didn't go all the way and use these classification for some classes, thus breaking the model. But the model was good. The 4e rogue now either breaks a similar model, or indicates it was removed entirely. So every new weapon needs to list every class. Not a good system. Not at all. Specific Armor: Same problem as weapons, but potentially less annoying. Maybe they just renamed light armor as "leather", but in my ice age game, I might not like that designation. "Counts as leather" might suffice. It is a bit annoying, but it would work. Annoying little bonuses like +1 to hit with daggers: Yes, if you are a rogue dagger fighter, you will have the +1 to hit calculated into your stats. But what if you are a rogue short sword fighter that happens to grab a dagger. Now you can easily forget the bonus. Same with a shuriken, but to a lesser extent. Three different numbers (first level hit points, per level hit points, healing surges): Star Wars saga edition had only one number per class - the hit die type. You got 3x maximum at first level, you got that hit die type per level after that (easy to house rule to non-random), and your "second winds" restore 1/4 your hit points (not even class related). One number is simpler than 3. You don't end up looking up each number when generating characters, and you don't end up with a class that has high hit points but low recovery. [/QUOTE]
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