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<blockquote data-quote="Lord Mhoram" data-source="post: 5806830" data-attributes="member: 4789"><p>LEVEL</p><p>1-36, or add on for unlimited advancement - (most of my play is at 8th level + and fully 25% of it was over 20 (1st) or Epic (3rd)</p><p></p><p>POWERS (4e power mechanic)</p><p>GOOD (As long as it isn't exclusively the only mechanic)</p><p></p><p>VANCIAN SYSTEM (3.x caster mechanic)</p><p>GOOD (as above, as long as it isn't the only spellcasting mechanic)</p><p></p><p>CLASS ROLES (defender, controller, striker, leader)</p><p>BAD</p><p></p><p>MAGIC ITEMS HAS TO BE MECHANICALLY (you want magic items to be almost necessary? a big part of the game?)</p><p>IMPORTANT - butnot necessary for math</p><p> </p><p></p><p>ABILITIES SCORES (str, con, dex, int, wis, cha)</p><p>GOOD</p><p></p><p>A LOT OF CLASSES</p><p>GOOD </p><p>A LOT OF RACES</p><p>GOOD</p><p>The more the merrier for the above.</p><p></p><p>ABILITY SCORES FOR RACES (you want a particolar race to be better with some classes and bad with others?)</p><p>YES</p><p></p><p>FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES (weapon focus, weapon expertise)</p><p>BAD</p><p></p><p>HIT POINTS</p><p>GOOD</p><p></p><p></p><p>HEALING SURGES (part of 4e heal system)</p><p>GOOD</p><p></p><p>DEFENSES</p><p>AS AC</p><p></p><p></p><p>SKILL CHALLENGES (4e)</p><p>BAD</p><p></p><p>SKILLS HAVE TO BE</p><p>NOT IMPORTANT</p><p></p><p>NORMAL CHANCE TO HIT</p><p>50% AS NOW</p><p></p><p>ALIGNMENT IS (mechanical means there are powers/spells that work on what you write on your sheet, fluff means pure role play)</p><p>MECHANICAL</p><p></p><p>SAVE OR DIE (finger of death)</p><p>BAD </p><p></p><p></p><p>And the game can be easily modified for single player play.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 5806830, member: 4789"] LEVEL 1-36, or add on for unlimited advancement - (most of my play is at 8th level + and fully 25% of it was over 20 (1st) or Epic (3rd) POWERS (4e power mechanic) GOOD (As long as it isn't exclusively the only mechanic) VANCIAN SYSTEM (3.x caster mechanic) GOOD (as above, as long as it isn't the only spellcasting mechanic) CLASS ROLES (defender, controller, striker, leader) BAD MAGIC ITEMS HAS TO BE MECHANICALLY (you want magic items to be almost necessary? a big part of the game?) IMPORTANT - butnot necessary for math ABILITIES SCORES (str, con, dex, int, wis, cha) GOOD A LOT OF CLASSES GOOD A LOT OF RACES GOOD The more the merrier for the above. ABILITY SCORES FOR RACES (you want a particolar race to be better with some classes and bad with others?) YES FEATS (AND OTHER OPTIONS) THAT GIVES YOU STATIC +X BONUSES (weapon focus, weapon expertise) BAD HIT POINTS GOOD HEALING SURGES (part of 4e heal system) GOOD DEFENSES AS AC SKILL CHALLENGES (4e) BAD SKILLS HAVE TO BE NOT IMPORTANT NORMAL CHANCE TO HIT 50% AS NOW ALIGNMENT IS (mechanical means there are powers/spells that work on what you write on your sheet, fluff means pure role play) MECHANICAL SAVE OR DIE (finger of death) BAD And the game can be easily modified for single player play. [/QUOTE]
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