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A reason why 4E is not as popular as it could have been
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<blockquote data-quote="Lanefan" data-source="post: 5454805" data-attributes="member: 29398"><p><strong>Except keep in mind that 2e was itself pretty modular; if for some reason you wanted to get rid of divine classes you could, provided you could inject a suitable replacement for healing and-or were prepared to have your parties spend lots of downtime recovering from injuries.</strong></p><p><strong></strong></p><p><strong>It also assumes the existence of eladrin. Not all of 4e's base assumptions are mechanical. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p><strong></strong></p><p><strong>I'm not a real fan of any version of as-written D+D cosmology, truth be told, and quite some time ago designed my own. That said, I am a fan of the 9-alignment model and wasn't impressed to see it reduced to 5.</strong></p><p><strong></strong></p><p><strong>From this it sounds to me like the only actual difference between us when it comes to world-building is that you're willing to do all the heavy lifting as you go along, where I want as much of it as possible (within reason) to be done and locked in before I drop the puck so I don't have to worry about it later.</strong></p><p><strong></strong></p><p><strong>We still end up with rich deep worlds by campaign's end; they're just created in different ways and at different times before or within the campaign.</strong></p><p><strong>People complain about 1e mechanics, but there were so many things (e.g. clerical turning, polymorph, combat fluidity) that worked in that system that didn't work in 3e and that 3.5e and 4e failed to fix. But going back was completely taboo to the designers (ego?) yet was so obviously the best answer - or at least an answer - when looked at from a broad perspective.</strong></p><p><strong></strong></p><p><strong>[MENTION=42582]pemerton[/MENTION] - I've bit the bullet and just launched a party into Night's Dark Terror...let's see how this goes...I'm already in major rejigging mode both to make the map fit my world (I'd forgotten the adventure covers such a huge swath of territory; and yes this does count as world-building on the fly!) and to get rid of some of the needless little side quests e.g. rescuing Stephan...</strong></p><p><strong></strong></p><p><strong>Lan-"if you get rid of divine classes, the gods ain't gonna save you"-efan</strong></p></blockquote><p></p>
[QUOTE="Lanefan, post: 5454805, member: 29398"] [B]Except keep in mind that 2e was itself pretty modular; if for some reason you wanted to get rid of divine classes you could, provided you could inject a suitable replacement for healing and-or were prepared to have your parties spend lots of downtime recovering from injuries. It also assumes the existence of eladrin. Not all of 4e's base assumptions are mechanical. :) I'm not a real fan of any version of as-written D+D cosmology, truth be told, and quite some time ago designed my own. That said, I am a fan of the 9-alignment model and wasn't impressed to see it reduced to 5. From this it sounds to me like the only actual difference between us when it comes to world-building is that you're willing to do all the heavy lifting as you go along, where I want as much of it as possible (within reason) to be done and locked in before I drop the puck so I don't have to worry about it later. We still end up with rich deep worlds by campaign's end; they're just created in different ways and at different times before or within the campaign. People complain about 1e mechanics, but there were so many things (e.g. clerical turning, polymorph, combat fluidity) that worked in that system that didn't work in 3e and that 3.5e and 4e failed to fix. But going back was completely taboo to the designers (ego?) yet was so obviously the best answer - or at least an answer - when looked at from a broad perspective. [MENTION=42582]pemerton[/MENTION] - I've bit the bullet and just launched a party into Night's Dark Terror...let's see how this goes...I'm already in major rejigging mode both to make the map fit my world (I'd forgotten the adventure covers such a huge swath of territory; and yes this does count as world-building on the fly!) and to get rid of some of the needless little side quests e.g. rescuing Stephan... Lan-"if you get rid of divine classes, the gods ain't gonna save you"-efan[/b] [/QUOTE]
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