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4E Situational Modifiers: Too Many or Not Enough?
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<blockquote data-quote="Herremann the Wise" data-source="post: 4999692" data-attributes="member: 11300"><p>I disagree with you somewhat. I think 4e has overall increased the use of modifiers as it pertains to giving them out to other characters (and it is this which is one of the fundamentals of the teamwork ethos of 4e). However, this has also caused a lot of the I hit AC 21...no 23...no wait up [thinks for 15 seconds]... yeah I hit AC 23.</p><p></p><p>3e had a lot of personal modifiers that (while being fairly exhaustive) could be precalculated to speed up play. The main difficulty with 3e (that 4e has somewhat erased) is that if you did get a bonus modifier, you had to check whether it would stack, have a greater effect than a bonus already in place or be useless. </p><p></p><p>I think the solution in 5e will be to turn these given modifiers into momentary modifiers (see my blog in sig.). A character can perform several minor reactions in a round and thus when somebody goes to hit, you use one of these minor reactions to give them the bonus at that moment only. It will either be this, or you will have the bonus for the encounter. This is a lot cleaner, maintains the teamwork approach and speeds the process up while also reducing downtime between individual player activities. Having the bonus sit there as in 4e until the end of your turn clogs up the process (this is where the initiative process can be dramatically cleaned up but 4e unfortunately cut and pasted the 3e model).</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 4999692, member: 11300"] I disagree with you somewhat. I think 4e has overall increased the use of modifiers as it pertains to giving them out to other characters (and it is this which is one of the fundamentals of the teamwork ethos of 4e). However, this has also caused a lot of the I hit AC 21...no 23...no wait up [thinks for 15 seconds]... yeah I hit AC 23. 3e had a lot of personal modifiers that (while being fairly exhaustive) could be precalculated to speed up play. The main difficulty with 3e (that 4e has somewhat erased) is that if you did get a bonus modifier, you had to check whether it would stack, have a greater effect than a bonus already in place or be useless. I think the solution in 5e will be to turn these given modifiers into momentary modifiers (see my blog in sig.). A character can perform several minor reactions in a round and thus when somebody goes to hit, you use one of these minor reactions to give them the bonus at that moment only. It will either be this, or you will have the bonus for the encounter. This is a lot cleaner, maintains the teamwork approach and speeds the process up while also reducing downtime between individual player activities. Having the bonus sit there as in 4e until the end of your turn clogs up the process (this is where the initiative process can be dramatically cleaned up but 4e unfortunately cut and pasted the 3e model). Best Regards Herremann the Wise [/QUOTE]
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4E Situational Modifiers: Too Many or Not Enough?
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