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<blockquote data-quote="CuRoi" data-source="post: 5618097" data-attributes="member: 98032"><p>Well, now that someone at Wizards is tossing this idea around,</p><p> </p><p>Maybe I'll actually get some traction / input on the following:</p><p> </p><p><a href="http://www.eyrurpg.com" target="_blank">www.eyrurpg.com</a></p><p> </p><p>None of this is play tested by the way and mostly free thinking. I'd expect some serious issues along the way if I ever play test it. But its the rough idea for a system based around attributes. </p><p> </p><p>I think Mearl's way of putting it is more succinct than my own but here's one way I describe it one my site:</p><p> </p><p><em>"4e started to address the complexity issues with methods similar to what I am proposing. I was hopeful. Once I got a hold of the 4e rules, I could see the glimmer of a wonderful, unified system which had thrown off some unnecessary complexity. The 4e designers then took their slick solutions and buried them underneath a pasture of sacred cows where it struggled to break free. </em></p><p></p><p><em>For instance, 4e's addition of the concept of "attacking" with any attribute was a slick way of moving toward a single action resolution mechanic. I took one look at that and thought 'this is marvelous, but we could do so much more to reduce complexity if we continue to build on that idea.' Saving Throws (or Defenses) are made redundant if you push the idea out to its extreme; AC is also perhaps a concept who's time has come to evolve and can also be made redundant."</em></p><p> </p><p>I've tried a few posts and two threads and heard nothing but crickets : )</p><p> </p><p>Might happen again, but ah well. Worth a shot. Feel free to post/email with feedback - I turned off comments on my site due to spam.</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5618097, member: 98032"] Well, now that someone at Wizards is tossing this idea around, Maybe I'll actually get some traction / input on the following: [URL="http://www.eyrurpg.com"]www.eyrurpg.com[/URL] None of this is play tested by the way and mostly free thinking. I'd expect some serious issues along the way if I ever play test it. But its the rough idea for a system based around attributes. I think Mearl's way of putting it is more succinct than my own but here's one way I describe it one my site: [I]"4e started to address the complexity issues with methods similar to what I am proposing. I was hopeful. Once I got a hold of the 4e rules, I could see the glimmer of a wonderful, unified system which had thrown off some unnecessary complexity. The 4e designers then took their slick solutions and buried them underneath a pasture of sacred cows where it struggled to break free. [/I] [I]For instance, 4e's addition of the concept of "attacking" with any attribute was a slick way of moving toward a single action resolution mechanic. I took one look at that and thought 'this is marvelous, but we could do so much more to reduce complexity if we continue to build on that idea.' Saving Throws (or Defenses) are made redundant if you push the idea out to its extreme; AC is also perhaps a concept who's time has come to evolve and can also be made redundant."[/I] I've tried a few posts and two threads and heard nothing but crickets : ) Might happen again, but ah well. Worth a shot. Feel free to post/email with feedback - I turned off comments on my site due to spam. [/QUOTE]
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