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General Tabletop Discussion
*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6075611" data-attributes="member: 82106"><p>Yup! Not only is this true, it <strong>seems</strong> obvious to me, just from reading the game. Fighter's have 90 or so powers in PHB1, most of which (if you even pick them) you can use once a day. Will it make any real difference if you tweak with one or make a new one that is a bit over or under powered vs the rest? No, not really. Worst case it comes up once per encounter. Obviously you COULD mess things up, but you'd have to DRASTICALLY miss the boat. Giving out some made-up feat might be a bit riskier, but its not really genius level game understanding that say putting a pretty stringent qualifier on when something works will keep it from getting out of hand. </p><p></p><p>There's NOTHING inherent to 4e's design that makes it hard to tweak. To the contrary, the numerical underpinnings are right there on the surface visible to all. Its quite clear what a +1 to-hit does. Its far less easy to determine that in 3e, 2e, or 1e. </p><p></p><p>I find it odd that people would consider 4e to be some precisely conceived game that might go wrong if tweaked. 1e is FAR FAR FAR more precisely tweaked to do one thing, dungeon crawl style sandbox play, than 4e has ever dreamed of being. Even small tweaks to 1e easily cause major derangement within its designed scope of play, and, despite someone arguing the contrary earlier, it is a brittle-as-hell game. I've never seen classic D&D adapted to much of anything. GW aside TSR never even made the attempt, wisely enough. The only other RPGs I know of that emulate D&D's structure are deliberate attempts to reproduce the features of D&D relatively precisely. 4e is IMHO a far more forgiving and flexible structure, though still most suitable to the FRPG heroic play genre.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6075611, member: 82106"] Yup! Not only is this true, it [b]seems[/b] obvious to me, just from reading the game. Fighter's have 90 or so powers in PHB1, most of which (if you even pick them) you can use once a day. Will it make any real difference if you tweak with one or make a new one that is a bit over or under powered vs the rest? No, not really. Worst case it comes up once per encounter. Obviously you COULD mess things up, but you'd have to DRASTICALLY miss the boat. Giving out some made-up feat might be a bit riskier, but its not really genius level game understanding that say putting a pretty stringent qualifier on when something works will keep it from getting out of hand. There's NOTHING inherent to 4e's design that makes it hard to tweak. To the contrary, the numerical underpinnings are right there on the surface visible to all. Its quite clear what a +1 to-hit does. Its far less easy to determine that in 3e, 2e, or 1e. I find it odd that people would consider 4e to be some precisely conceived game that might go wrong if tweaked. 1e is FAR FAR FAR more precisely tweaked to do one thing, dungeon crawl style sandbox play, than 4e has ever dreamed of being. Even small tweaks to 1e easily cause major derangement within its designed scope of play, and, despite someone arguing the contrary earlier, it is a brittle-as-hell game. I've never seen classic D&D adapted to much of anything. GW aside TSR never even made the attempt, wisely enough. The only other RPGs I know of that emulate D&D's structure are deliberate attempts to reproduce the features of D&D relatively precisely. 4e is IMHO a far more forgiving and flexible structure, though still most suitable to the FRPG heroic play genre. [/QUOTE]
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